#General Feedback - October

487 messages · Page 1 of 1 (latest)

vague cove
#

Post suggestions and feedback or dev questions for any and all aspects of Pax Dei Early Access here.

To report bugs, press F8 in-game.

pxdstarsign From now on please add your current Playstyle to your Feedback (I.e. "I am PvP Player/PvE Player/ RPler" etc.), this would help us. Thank you! pxdstarsign

⚠️ To keep this topic and our export manageable, please don't start discussions here. Feel free to move discussions on specific ideas or suggestions you see here to #┃pax-dei-chat instead.

junior wraith
#

PERMISSIONS. PERMISSIONS. PERMISSIONS.

PLOT SNAPPING PERMISSIONS.

CRAFTER PERMISSIONS.

STORAGE PERMISSIONS.

CLAN PERMISSIONS.

In depth, customizable permissions are needed ASAP.
It is in an unacceptable state for release.

sacred lantern
#
  1. Solve the crafting problems and balance it. People aren't gonna stay for more than a few weeks when they realize they need to stay afk in front of a crafter doing nothing but watching a bar going up 100 times to level up once (and the time it takes isn't really short). And when I say people, I say gamers in general, not the diehards that have been playing through EA, I mean the new players. What an MMO needs is a big playerbase, but it seems the game right now is designed in a way that doesn't really want to keep the players engaged for a long time.

  2. Once people are tired of crafting and have finished their homes, the only thing that remains to do is kill a few camps with static boss and no mechanics and dungeons that are basically "bigger camps". After a month, there's really nothing in the game apart from grinding and boring professions.

  3. Fighting anything that's not beginner camps mobs is either too hard for solo players o too easy for groups.

  4. Exploration is nonexistent. There's no loot in the open world camps, there's no in-game lore in any POI, the only exploration you need to do is to find resources and once you know where to find them, the exploration ends.

  5. Make NPC fight each other. It would be great if we could see inquisitors and zebians fighting each other in some areas or wolves trying to kill boars/deers

  6. Add events in the world like having to defend a village or a zone from enemies.

  7. Add fishing, taming and animal husbandry. Add agriculture

desert hamlet
#

[Copying from last feedback thread...]

I’m a PVE/RP Player who played last year, but didn’t get deeply into any systems until this past month, so this is coming from a semi-fresh perspective (and I’ve worked on semi-similar titles before).

Support For Player Inventory Not Dropping in Home Valleys

  • This makes early mistakes more forgiving and will reduce early “quit moments” significantly.

Concerns About Plotless Player Processing

(To clarify, these are not concerns for me, but I do see them as valid concerns.)

  • The "players without plots" problem hasn't happened yet because we all had free EA plots, but I do believe it's a serious concern for release.
  • While waiting on an alt for a friend to log in and add me to the clan, I realized the situation I was stuck in would be the baseline experience for many B2P players.
  • Many materials are locked behind passive processors that can only be used on one's own plots (or clan plots).
  • Low-population home valleys without friendly clans willing to let new players join could face those new players with a paywall or total relocation.
  • Most passive processor recipes could be added to the crafting tables at a significantly higher material cost (out of respect for the design intention for plots to feel meaningful), similar to how bronze ingots cost more to make at the forge than the furnace.
  • This would have the added benefit of encouraging players without plots (solos, small bands of friends, etc.) to seek out other players’ crafting stations, fostering interaction/community further without making passive processors useless.

Overall Impression

Pax Dei has a very strong core set of concepts. It's a conceptually ambitious game, and the foundational ideas feel solid and should play well off of future tweaks, QOL changes, and content updates. I believe keeping those foundations accessible to everyone who's invested in it, including B2P players, is important for good faith and long-term success.

fresh anchor
#

Interesting decision with the new water building rules. Why I can say where it comes from (ugly parking lots on water)…..no bridges, no watercastles and no ships! Your loss in my eyes. (In my eyes it wouldn’t be a problem any more, because parkinglotbuilders won’t pay a subscription)

rigid bear
bronze sequoia
#

I would like to see repairs moved from benches to crafted consumables so there is more item destruction in the game. Sewing kits, whetstones, etc that make sense but use resources.

ornate lintel
#

Make solo grinding feel skillful, steady, and rewarding—without removing risk.

Right now, solo grinding isn’t sticky because combat doesn’t flow: footwork mechanics aren’t good enough to avoid hits consistently, so after pulling 1–2 NPCs and killing them in ~20–30 seconds, players spend another ~20–30 seconds just healing. That stop-start rhythm kills engagement.

Proposal: tune mechanics so skilled players can maintain a smooth combat loop—not too fast, not too slow—minimizing dead time without making farming risk-free. Players should always be able to get hit, especially when they over-pull for faster XP. The difference is that player skill—positioning, footwork, route choice—determines how often they’re hit.

Instead of face-tanking 1–2 NPCs and winning on raw HP/DPS, players should kite and maneuver: circle buildings, weave through ruins, step across rocks, and manage lines of sight. With the right movement and timing, they keep the fight flowing and the rewards coming, while mistakes still hurt. That dynamic enemy–player dance is what makes pure-grind games addictive in a good way.

Also, in great MMOs, players grind because they might hit the jackpot. Even if most never own the top-tier pieces, the mere possibility of an exotic or ultra-rare drop keeps every pull exciting. Do the same: tune a loot ecosystem where rarity, identity, and upgrade paths create constant “one more run” energy—through both drops and crafting.

analog loom
#

Permissions, that's the main one, thanks pxdheart

tame horizon
#

Please add signs for I-VI so we can organize the choas of leveling the various professions.

modern scaffold
#

Feedback on Lyonesse xp&gold buff:

In the next update there will be a +50% increased combat skill xp and gold loot in lyonesse
#┃pax-dei-chat message

We have been tracking xp gain for different POI's and dungeons. All numbers are with organized group in ~T3 gear.

Some sets of POI's in wildlands or POI's will net 80+k xp/h. Almost all inquisitor/ghost sets net you over 60k xp/h.

Lyonesse POI's are worse with added running distance and enemy distribution. (smaller camps) We have not tested this in Lyonesse, but I would suspect rate to be less than 35k xp/h for Zebians and less than 40k/h with Ghosts/Inquisitors.

Best we have got from dungeons is 50k xp/h, but that was with very aggressive pulling. Comfortable rate would net you 40-45k xp/h.

Gold rates are similar as it is based on kills like xp. Additionally, there are some incentivisation problems with ghost/inquisitor camps...

Conclusion
+50% xp/gold per hour doesn't make it worth it for players to do any serious farming in Lyonesse, even before factoring risk of PvP, net loss of xp from balancing builds for PvX vs just for PvE and risk of loosing your gear/delays it will cause.

Same problem for PvP enabled dungeons for xp/gold. But there the logic might be different; it doesn't really matter that xp/h is worse since the reward is the dungeon loot that you might be able to get more proficiently with lesser competition/with change to remove your competition.

Suggestions

  • Increase buff to at least +100%
    • Still likely way too low with current POI structure
  • Use bigger POI's
    • Most of Lyonesse POI's are camps or small
    • There is just one large POI in the middle
  • Group up Lyonesse POI's sets as in Wildlands
    • "Norm" in Wildlands is 3x small + medium + large or 3-4x small + 2 medium
    • Most wildlands sets can just be cleared on 18 minute cooldown
  • Make PvP variants of ghost & inquisitor POI's
ancient leaf
# junior wraith PERMISSIONS. PERMISSIONS. PERMISSIONS. PLOT SNAPPING PERMISSIONS. CRAFTER PERM...

I would add to this list, additional Clan Roles.
Such as:
-Co-Alderman (nearly equal in perms to Alderman)
-a Role greater than Villager, but less than Elder
-An Ally/Friend Role
And the options available to Alderman & Co-Alderman to determine which Roles have what permissions on the plots and/or Craft Stations (those that hold materials).

'Locking' things down in the interest of protecting the build, and being unable to give clan mates access to crafting stations isn't practical.

plucky goblet
#

(PvE, RP, objective based PvP player)
A list of a few low hanging, immersion/functionality fixes that I hope you can sneak into launch:

  • Get rid of the "premium" popping up when crafting
  • Return the amount of XP gained to the pop up when we craft something
  • Move the combat XP notifications & item pick up notifications to the far right instead of having them stick to the center of the screen where it blocks our view
  • Let us choose whether our tunics are long or short instead of having it tied to the gender of the character model
graceful crest
#

Please bring back the leather/smith apron, even as just decorative clothing.

cold escarp
#

Why Friendly Fire Should Be Enabled in PvP Zones (Except for Your Own Party) 🔥
Zerging is the bane of tactical PvP. It rewards numbers over skill, chaos over coordination. But what if we flipped the script?
Enable Friendly Fire for everyone except your own party. Here's why it would revolutionize Pax Dei PvP:

  • No More Mindless Zergs
    When randoms can't blindly stack bodies without consequence, zergs lose their edge. Friendly fire forces discipline—no more spam-clicking in a blob and hoping for the best.
  • Tactical Precision Wins
    Parties that communicate, position, and execute will dominate. You’ll need to know who’s with you—and who’s not. Every swing, spell, and arrow counts.
  • Stronger Clan Identity
    This change reinforces party cohesion and clan loyalty. You fight with your team, not just anyone in the zone. It’s a return to meaningful alliances and strategic coordination.
barren zenith
#

so all the voices we heard when monetization dropped of P2W with the boosts
but I dont think i heard anyone mention P2W now you can buy boosts on their own
does this mean you'll be able to buy plot tokens on their own when you no longer need the boost , with the ability to drop the boost like our plotless playerbase ?

oh and we need more permissions added to the permissions system

and like ive asked in older feedback the ability to adjust the UI as the player wants or needs
moving UI windows to where the player can best utilise them in play
the ability to turn off or on the ones the player wants or needs to see r not see
even the ability to adjust the window size and the text size in the window

will we ever have the ability to add our main discord to our alt game accounts as well as other functions or discord to complement the game more in its uses

blissful shell
#

Add Clan Banners for building pieces- Poles with Vertical banners showing the Clan logo like you have it showing on the shields now. I would love to place these at the entrance of our build to help signify which clan built the area. Also clan logos on mantles would be a nice touch. Thanks again for all the hard work and can't wait for launch.

steep otter
#

Um...has anyone asked for permissions?

stoic flicker
#

Please make item names unique; especially relics. It causes so much confusion that there are 2 different relics called "Seal of the Lost Abbot" that make totally different things. I can't imagine what the reasoning is behind this.

sage isle
#

I am PvP and would like for groups to be able to challenge other groups to fight. We could practice 3v3, 6v4, 1v2… we could also have bigger tournaments in player build arenas.

feral grail
#

Release the 1.0 patch to Steam at least a few hours before the servers come up. No later than <t:1760425200:f>.

This is to allow people with slower internet the ability to compete fairly for the initial land rush.

pure eagle
#

For 1.0 release:

Remember: It's always much easier to make something easier than harder.

Why? Because players tend to take it worse when you make something harder than easier.

That's why you shouldn't shift the balance too much towards fast/easy at release, just in the hope of reaching more players. This has backfired on many MMOs before.

sacred lantern
#

This is a feedback for the discord itself: Add a Q&A channel. there is a lot of info or questions the devs have answered in the General or Pax Dei Chat and I think it's easy for someone who is not constantly reading the channels to miss. Having a channel whose only purpose is communicating with the players, not allowing the answers to be missed among another 1000 random messages about how someone was killed by a badger should help players to be more aware of upcoming changes or info that is not included in the patch notes.

For example, Osric told me yesterday that in one of the recent patches, you made the component crafting faster. That change isn't included in any of the patchnotes from August and I think it's an important thing for players to know. And more things like this have been said throughout the whole EA and have been missed by a lot of players.

tropic bolt
#

PvP Combat Balancing & Variation in Combat Roles

This will be an ongoing challenge for the devs, just keen that the approach maintains variation instead of 'mellowing down' the different styles leading to a potential one style approach (focusing on DPS in this message, with DPS usually being the most played role).

Divine shield needed to be nerfed, however, let's say the result of this is that people use more leather DPS (with fairly lacklustre existing spells) or continue to use light (with no real spells for a DPS now). I.e. do we risk a world where it's hack and slash with fewer spells - where before it was hack and slash with a spell (it's an extreme example).

Personally, I enjoy hard counters in games (SC2 player!), meaning there is more focus on preparation, understanding the situation and adapting, and working as a team.

So... just to tease thinking about a difference in DPS roles.

  • Imagine you can be a medium DPS (sustained damage with some control), or a light DPS (squishy glass cannon).
  • Now imagine there is a mechanism where light gets wrecked by cleave, meaning they get massacred in the 'hack and slash' of group fights.
  • All of a sudden... you start needing medium DPS (hack and slash) and light (glass cannons) giving a variation to how DPS can play and a variation in the fights.

Looking forward to playing after the release and test out the changes, however, if light continues to be the 'best' DPS instead of medium and light having variation between them for DPS, then it would be a shame.

ancient leaf
lone hawk
#

The people want Cheese back in game. This is urgent. We will milk the bears if necessary. Thank you

barren zenith
#

If I choose to play on the Public Test Shard, can I move my character and plots to a different shard later?
No. Your characters and plots stay tied to each shard. Of course, you can decide to have characters and plots on multiple shards, but progress won’t transfer between them.

so just to confirm
I can understand an alt being permanently tethered to a test server and once a plot token is used on a server its there till expired
but if a pack has the max ability of plots and one is placed on any server , including the test server , if it's lifted and unused
its still now tethered to that server even unused , or does its release make it able to be used else where on the account in other servers

or are plots now tethered to the token system (more so than the token) meaning we can acquire more tokens per account and run more plots as we can't move them between servers

worn cradle
#

Make a YouTube plot placement tutorial video so that the story is clear even for those who DID NOT PLACE A PLOT BASED ON THE NEW SYSTEM when the token system was introduced. If you don't do it, there will be a lot of tickets about plots on the day of release. Oh, and the announced live server launch should be fixed, not "sorry, but we're going to cut the servers a little bit, there's some bugs" like last time. Then it was an hour and a half, before the server down, we were standing there with the clan before the plot was laid, and the skin space was taken from us by people who didn't look at the game again until the October wipe a week later....

spark oar
#

Really hoping some of the world changes incoming are a return to a better contrast and the return of torches😁

pure eagle
#

I think it would have been better to sell the game cheaper without a free token. If you really want to have players who can play without a plot, you shouldn't lure them in with a free plot for a month for a subscription. Even a player who plans to play without a plot will most likely use the free token, which then makes it harder to part with the plot after the month is up and play without it.

It also makes it more difficult for clans/groups to plan with such players for release start. How do you deal with such a player and his free token for only a month and than his plot is gone? You can only use it as temporary space and only for a month. So a cheaper game copy without a free token would make sense here. But I know, that is way too late to change anything for release yet, even when it would be considered. 😅

rain swan
#

Please remove all crafting "result" items that can not be used for anything. I have no problem with the "grind" itself - but having to dispose useless items from menu just to make room for more crafting results feels like unnecessary punishment.

keen pollen
#

I'm a PVE player, but this feedback is playstyle agnostic... To aid in retention of new players (which I think would be a priority), please create a complete and authoritative source of Help/Game Info. Between the website, in-game help, and Discord, answers can undoubtedly be found but having to utilize all three sources repeatedly before finding answers to questions has the potential to drastically increase new player abandonment rate.

iron otter
rare juniper
#

Dear Devs,

For all the incompleteness of the game going into release, you've done something special with Pax. Every day since the game went down in preparation for launch I've heard people talking about how much they miss the game and how they don't know what to do with themselves since they can't play Pax. This week is dragging for many people. While the end of EA player base may be small, this is a group of people who loves this game with a passion. For many of us Pax has ruined every other game. I watch people try to play other games, and they just don't compare.

Thank you for creating a beautiful world for us to create our own stories. We hope you continue the course and create something truly great. Pax has incredible potential and we will continue to support you as you work on this game of a lifetime.

Shalimar

regal shoal
#

I'll be short and to the point ... gib game now!

Helix

narrow patio
#

I will say once again -----Please update permissions for plots to allow the owner to give permission to an "ACCOUNT". I would also like to see a ban option 😍

sturdy galleon
#

half-pitch roofs, and right-angle triangle foundation and floors

vague rune
#

Please, remove the bubbles. When I am talking in Clan it should be private not shared with anyone around that can read the bubble. Same with private messages. Thank you for a wonderful game. I am missing it. I went to try out others and can't get interested in them.

hard night
#

Is the tree overgrowth on the land removed in the full game?

barren zenith
# hard night Is the tree overgrowth on the land removed in the full game?

if your talking about the small uncuttable ones and shrubs i dont think so but believe they are working on it
if your talking about the large ones that foundations keep magically forming around that have said they wont be doing so
but id hope one day they do find a way to stop these foundations from forming round them so at to help keep my immersion of the game good

clear mason
#

To begin with, I would like to express regret that EA did not end with an apocalypse and remind about the missing buy orders, then ask for two things:

  1. Introduction of the possibility to transfer plot ownership to another person.
  2. Introduction of eras related to crafting in such a way that certain more advanced items from a given level can only be created once a sufficient number of accounts on the server have achieved the previous level in that skill, and may the competition between servers for technological development start
stoic flicker
#

Please clarify what "Players no longer need to do a corpse run if they die in Home Valleys" means. We respawn at our corpse? Or we respawn at the nearest shrine with our gear (with some reductions)?

ripe beacon
#

From 01/10 patch note,

Several resources that were only used for high-tier recipes are no longer available in Heartlands,

A bit more specific please ? What type of resources we are talking about ?
Because this is huge... for PVE player if "several resources" are gone from PVE areas..

vague cove
orchid gull
#

With new death mechanics did you guys fix the issue where if I repaired a weapon with max skill it would eat half the lifetime ? Because I had the same armor for 2 months and still had 1/3 life time left and I went thru 30ish weapons same time frame

lone hawk
#

Cash Shop: stock it up, don’t be shy, take my money. If you list it I will buy. Bonus points for official merch on the website

narrow patio
# vague rune Please, remove the bubbles. When I am talking in Clan it should be private not s...

I would like to see the chat box and options to be that of other games. To the bottom left by standard, with the option to resize the window, fonts, add tabs, etc. Absolutely cannot stand the current chat box, etc. I personally like all of my chats whether from clan, dm, etc available at all times on one window. I know others may not, hence the ability to create different tabs. I miss a lot of messages and have to click on the delivery type, not a good concept for ease of use lol.

iron otter
# ripe beacon From 01/10 patch note, > Several resources that were only used for high-tier re...

afaik heartlands is the place we can build. My guess is the high tier mats have just been shifted out into wildlands (where its still PvE only for now, but you can't build out there) I honestly didn't even know in the previous version you could find high tier mats in the heartlands.

As for my comments on the patchnotes, for once all positive man 😄 Great job, this will be great for the economy and making combat focused players feel like they have a more defined role in society, since not dying will be valued much more now or you lose the effort you went out for in the first place.

tame horizon
#
  1. Please move the exp and loot notifications to the side of the screen.

  2. Please provide another level of chest access permissions. Something like Ally or friend.

  3. Please give us another level of clan permission. Something like apprentice/trainee or serf (for the renters).

  4. Please bring back the blacksmith apron as rp clothing.

  5. Please allow dueling in homevalleys to include teams. Allowing new people to practice group PvP will help close that loop.

  6. Please give a spell that will allow us to change our hair/make up.

  7. Please allow the purchase of just plot tokens.

  8. Please think about pricing a discounted annual premium subscription.

feral grail
#

There should be more options when dying outside of PvP. Equipped gear should take a small durability hit on death. You should then be able to:

  • Wait for a rez, which comes with no other penalty
  • Release leaving a corpse, which comes with no other penalty and your gear stays on your corpse
  • Release without leaving a corpse, which further damages equipped gear and costs a % of stackable items.

"don't have to do corpse run" is great.
"can't do corpse run" is overly punitive.

upbeat arch
#

Take the crafting pledge. I pledge to never destroy or drop any crafted item. I will store them in chests, Petra Dei chests, and Market stalls until the server database chokes on them. RECYCLING NOW!!!!!

vague rune
#

@tame horizon I love all the suggestions except for dueling in the home valleys. Here's home that recycling will be added soon.

barren zenith
#

Players UI
its been asked by a few over the last few months
can we have control over our own players UI
we can turn on and off the compass feature already , can we also now have the ability to move it on the screen to where we as the player find it suitable for our playstyle as well as the ability to enlarge it or shrink it as per the players requirements
as too the discord chat , can we now have the QoL to be able to turn this function on and off , move it to desired places on the screen as well as scale its display box size with also the function to scale its font size and make it more translucent or solid in visual
this should for the player be a QoL function with the other UI display boxes on screen from drops to health stamina and spirit bars , party members individually with members only seeing their details in the party display and not on the playing alt as well , and also the hot bar
with the ability to move these or turn off these as player required as well as adjust their sizes

Permissions
Clans and Player , Alliances and Feudal houses going forward are going to from the first day of launch are going to need restructured permissions
the ability to allow a friend or another player or another clan the permission to use set benches , mass crafters even build options on a plot or chest access as well as adding another tier or two to the clan permissions like villager , tho it would be a great advantage for most i feel if the roles to be added to the permissions system and the ability to use at an individual item level on a plot be it clan of solo private would be
an Allies permission and a Feudal House permission for feudal
a Merchants permission for clans and feudal
and these for clans and solo players
a Friend of plot owners permission
a clan Peasant permission bellow the three there now
and a Clan Serfs permission bellow Peasant being the lowest of the clan permissions

***Monetization ***
with the Sub system now laid out and the 4 tiers of Subs we can have
as the plotless can it be assumed that for token buyers the premium part will be able to be dropped when no longer needed if the player wants
as the Token releases a plots ability to be placed in the world from an account , the ability to have use of more tokens on an account instead of multipool accounts needing the unneeded premium part of the Sub for players still wishing to pay and place more plots
the ability to purchase more tokens per time as well as being able to purchase a 3 , 6 or 12 month sub options
and the ability to offer a friend or clan member a token as required to help keep the plot there if they can keep playing but for reasons are unable to pay for a period

worn cradle
#

Do we know anything about when the hole in the middle bug will be fixed if we lay out 4 plots in a square? (I know that it can be laid out offset without a hole.)

stoic flicker
#

i dont think it will. we reported it in the first alpha.

red jay
#

If the reasoning behind the insane 20s delay for swapping weapons is to prevent bow pulling, could we rather make it so that the delay affects only if you aggroed something with a weapon.

I'm trying to find solutions to the hunter's problem, where when hunting deer, you suddenly run into a dire wolf which you can hardly kill with a bow, and which can be quite a challenge with nothing but basic attack on melee for 20s. And this goes especially for lower gear people.

The other option is just to run, which may or may not be safe either, depending on what you may run into.

Third alternative is to remove dire wolves from home valleys, but I'd rather have functional combat that allows one to switch to melee if attacked by something...

Frankly, this would also remove the need to always run around with a weapon pulled just to get rid of these annoying cooldowns.

Yet another option is to just disable pulling by bows or make the aggro work differently, but the latter would require rethinking most camps I guess

And no, just giving bows abilities isn't a good solution to this issue, because it makes no logical sense whatsoever to stay in melee with a bow in any realistic scenario. Pulling a sword takes a second, and it is NOT useless for the first 20 seconds in any logical world

iron otter
# red jay If the reasoning behind the insane 20s delay for swapping weapons is to prevent ...

The cooldown on weapon swap is because of PvP and trivializing the more difficult PvE content. If I can switch weapons at will I can make some crazy combos that does insane DPS.

On the PvP side it means a higher skill ceiling because you need to learn which weapons to switch to when in order to be most effective and you also need to bring all those weapons and gear pieces with you. (If they made it so that you have to hit back before cool down takes effect, then you could easily swap to the perfect counter weapon/gear to deal with your opponent and it'd become who hits first can lose.)

On the PvE side it means the same thing just used against NPC's

Both, you can do some truly broken things with... So they really don't have a choice but to limit us in that, I don't see a work around for it that doesn't break the game. I mean imagine if I could just switch from 2h axe do all it's dps combos, then switch to spear, then 2h spear, then... then... etc... Things would die laughably fast lol.

And if they just made an exception for the bow... Then the bow would always have to be limited to not be a valid combat option. Which would be lame for those who do like them.

severe fog
#

Future Feature Idea: In keeping with the medieval setting, a province should have the possibility for a plague outbreak, which causes anyone within the province (or visits it during the plague event time) to suffer from the disease and halves health, stamina, and spirit. Alchemists can craft a potion to cure the effects for a period of time until the plague event ends. Think of the surge in Market Sales from the sudden need to constantly consume a cure tonic to aid the affects.

bronze sequoia
#

I don't think they will ever add new races

orchid gull
#

Can we please have coconuts added to the game so at least we can make horse sounds in game like mighty Python movie until we get horses

broken osprey
#

It was october 19th 2024, almost a year ago. You did a presentation at UnrealFest about gear customization. We remember. So what's the plan with dyes?

orchid gull
#

On a serious note will we ever get shield bash back I feel that if we don't you have to give shields some kind of bonus for using it maybe more armor or a taunt spell on shield. Because before I could cc NPC easier with shield . Now the timing on kick with 1 handed sword must be 💯 perfect on timing.

vagrant pike
grand lake
#

Add please:

  • Bring back Viking-Shield
  • add kite shields as well
  • bring back jack of plate armor set
  • add some more armor sets as well

pxdheart

worn cradle
#

Make a tutorial (youtube or something) before October 14th about the new plot placement system, how to re-place the plot without losing the token. Don't have to try it live!

uncut pulsar
#

I wanted to ask if anyone has considered the new death penalty rules for version 1.0 in a practical manner? I mean, how many builders have accidentally fallen from a high roof while building? And the idea of only taking up enough stuff to build one single piece at a time......is agonizingly slow to consider. Building without gear on to avoid the durability penalty will lead to a new fashion of naked building, lol. 🤣

Or seriously, a new player running around, barely knowing where they are and happily collecting mats for their plot with a pointed stick (and no shield - because why would we let them have a shield to learn to block in the first few minutes of play) then suddenly - a boar!!!!!!! Not only dead, but 20% of the stacked sticks, rocks, clay and flax they collected disappears. Then they notice their pointed stick which was about half durability is now really, really looking sad as the durability drops based on the max durability. That's a fine 'welcome new player'.

And for the more experienced player - going into the wildlands now (not Lyonesse) not only has a corpse-run to get anything back if you die, but you also lose 20% of your stackable mats and potions/food/arrows, etc. And you lose 10% of the maximum durability of an item. Which just seems like overkill (pun intended).

Personally I preferred the chance of running into a bear or two, even in heartlands.

  1. So I would suggest at minimum - no death penalty at all if you die on your own plot or a plot belonging to your clan. (Unless it's something in Lyonesse.) That protects from building accidents and also paves the way for clan-based duelling in full gear in the heartlands. So, tourneys and so on. Perhaps a clan can extend 'guest-rites' to other non-clan players so that they can host a bigger gathering for a tourney.

  2. Heartlands - go with no corpse-run but make the % loss of durability and resources a lot more forgiving - say 10% and 5%.

  3. I would also suggest that, at least in the lower tier biomes in the wildlands, MF pick a single death penalty. Corpse-run or lose mats and durability at the current suggested rate. Either one. Corpse-run seems a lot more fun to me.

Once you get into the high-tier wildlands - ok if you really feel you need a tougher penalty to go with the higher tier resources and mobs there, put two together.

That way, the risk is staged and ramps up in line with the level of players moving into those zones. I won't comment on Lyonesse as that has a different dynamic to balance.

narrow patio
#

Questions about party inviting 🙂 Is this expected to be fixed by tomorrow; back in the day, you could invite someone into a party via chat; now you had to be in front of the person to do so.

tropic bolt
#

Need to get this party thing fixed asap... not really good enough!

sacred lantern
#

I can't change roles in my clan. Whenever I want to make someone an elder, it says "The person you're interacting with isn't in your clan"

sage stone
#

Gotta say... today was the best MMO launch I've ever experienced. Almost no bugs, no system crashes, no bunny apocalypse, no server resets (sorry SEA, NA here). Devs deserve a big congrats!

jaunty storm
brisk grotto
#

Game is fun, but lots of performance issues, inability to turn off post processing and engine motion blur and other post effects that make the game look kinda weird, wonky lightning effects in places that hurt your eyes(changes from bright to dark areas not seamlessly enough), regarding gameplay is fun ish but lacks a bit of a vibe, feels like too generic unreal engine premade stuff put into the game

plucky goblet
#

Seeing some photos of it being possible to place plots over roads - please consider allowing it, but with a "tunnel" of something like 1-2 wall heights where you can't place build pieces. So you would not be able to block off roads, but would still be able to build arches and walkways and bridges over the top of them without interfering with anyone's ability to traverse the roads. Please give us the ability for road canyon bridges since you took away river bridges 🙏

Edit: or just make it so blocking a road is a bannable offense. It would make the world feel so much more connected & immersive if the roads were able to be properly incorporated into builds

stone karma
#

This is supposed to be an mmo with RP servers. Kindly make the sheathed weapons visible cause it breaks full immersion

acoustic silo
#

Invert the bee hive sounds so it's loud AF when it's not making honey, as a reminder to rotate the hive

thin totem
#

I am feeling more positive about the game now that it has been released and I am starting from scratch. A couple things.

  1. DC's/crashes seem a bit more frequent. Before the latest patch I could play all day without having a crash but now it seems like if I travel the game slows down and eventually crashes

  2. I would love a public market stall near the Petra Dei. My plot is sort of hard to get to, and this would be a realistic way of dropping things off at the market.

  3. It appears you don't get credit for bows when starting the fight with a bow, but then switch to a melee weapon. Not the most optimal use of bows in most cases but it can sometimes be useful to fire a few arrows at a mob when for example the mob has a long windy way to travel to get to you or is an inconvenient location and would be easier to loot when it comes to me. E.g. in the past I have leveled up bows by standing on the side of ruins so that the mob has to walk away and up the stairs, and then all the way around to reach me. By the time it would reach me the health would be really low. But if I switch to melee for the final swing I don't get any bow xp

  4. I think we lost the toast that shows the amount of xp we made. I miss that. Also the current toast obstructs stuff I do want to see. Perhaps it should be moved more to the top left of the character model

  5. There is an annoying bug where sometimes when typing in a text box the hotkeys still get activated (taking you out of your chat window)

analog turtle
#

I created a plot in the wrong server and went to the correct one but i cannot get my plot back

elder mulch
#

Good evening, first feedback: 1/ there is still a missing sorting function in bags and chests! 2/ I get disconnected from the game (3 times tonight) 3/ the wild boars still teleport like in EA...

ruby jolt
#

You've forced individual subscriptions for plots and limiters on individual accounts, and I understand that you need this to push socialization and game dynamics within your vision. No problem.

HOWEVER, you've now created a financial NIGHTMARE with my group (12 people) of friends where 8 of us cannot actually afford a subscription, but we don't want to play in a world where they can't have a plot and enjoy building in this beautiful game.

Furthermore, I have money, and I want 20+ plots to build a ridiculous fusion building for the ages... and you're forcing me to provide other people with CC info, or otherwise making it VERY difficult for me to financially manage helping my friends out. Not only for Big Build, but so that they can afford the 1 plot to play like the rest of us are.

It's not inclusive, it's problematic, and it involves money. This is NOT okay.

Allow plots to be assigned and managed by others financially please. Even if that puts the risk on the person "managing" them (me), by allowing the person assigning them, to recall them anytime. That's fine.

fleet folio
#

still have lag issues

sacred lantern
#

Thanks for the introductory powerpoint explaining how the world works. A cutscene would be better but at least it's something compared to having nothing in EA.

Please, consider making the "medium" beeches (not the super slim ones or the thicker ones) hardness 1, so there's actually a difference between using a bronze chopping axe and a stone one. That would help a lot with the feeling of progression in the early stages of the game

also, move the notification about exp, the loot and all that to one side of the screen. I understand that you can't put it on the left bc the chat is there and we have the crafting recipes and info on the right side of the screen, but if you reduced the size of the chat and make it just half the screen on the left side, leaving the top part just below the party information open for the drops and exp to be showed there, it would make for a great improvement. We don't need a chat box that big, tbh

ember crescent
#

Hello - as a reminder, when entering bugs/feedback in game using the F9 feature: please make to provide as much details as possible (shard/region/province), and if possible the game logs. This is very important for our teams to be able to track the issues.
How to retrieve logs: https://support.playpaxdei.com/hc/en-us/articles/14485057416477-How-to-retrieve-error-logs
Thank you ❤️

pallid osprey
#

Feedback: in the kiln put charcoal before lime in the listing.

twilit heath
#

The game is gorgeous and lovely, and the cloth drip goes hard, keep on keeping on you guys are making a great game

stone karma
real pond
#

The market urgently needs to be fixed so that we can sell, for example, sapwood in stacks of 1000, 2000, and 3000. No one wants to buy a stack of 50 for 2 gold, which would give me a profit of 1 gold. I just sold 3000 for 80 gold, which gives 1 plus a little per stack. But it's impossible to collect that amount without a plot, so I had to put it on the market and then pass it on to someone else, which basically left me at 0-0.
The game is not thinking for those who will play without a plot, I am playing without a plot to get this idea and it is unfeasible even doing a lot of social exchange, the chest we have at the beginning is too little to store the amount of items because the item stacks are very small.
The main thing is the market, I understand that people without space in chests will sell their items, and that's what I'm doing, but besides flooding the market that someone created with good intentions, I still don't have any profit, because for example, the 50 sapwood are not even worth the minimum fee of 1 gold.
If you intend to have players playing without paying a monthly fee, you're missing out on these people. Anyway, I'm playing exactly like someone who won't pay a plot fee to play, and it's completely unfeasible, as I depend on the other players' willingness to give me access to a chest to be able to stack a large amount of items, for that to be worth anything!

iron otter
quiet vector
#

Trees growing back through structures is really dorky, and eliminates a large section of the area from being viable plot locations.

mighty bay
#

Problem:
Bronze axes are really punishing to new users as there is almost nothing additional you can chop down once you get it... the only tree with a hardness of 1 are just the smaller snag trees. Basically its not really any more useful than the stone axe other than cutting efficiency... it doens't really feel like progression... Compare this to the bronze pickaxe which unlocks impure iron nodes and limestone nodes it seems very much lacking. To even be able to chop down the smaller beech and birch trees you'll need to use an iron axe which new players will have to get to level 10 woodchopping to even be able to use. The saplings you can cut down currently with bronze axes give perilously little XP so it becomes quite a grind going from level 8-10 wood chopping.

For new players unfamiliar with the game this could be very off-putting/frustrating so early in the game. Given the fact that new players are really going to need a lot of wood in the beginning and it's harder to level blacksmithing now I feel the bronze axe needs to be buffed SLIGHTLY to ease this leveling hump and give a more balanced progression to the bronze axe.

Solution:
To do this I recommend reducing the hardness of fir saplings and ONLY the smaller birch and beech trees to a hardness level of 1. This will open up significantly more trees for new players to cut down with bronze axes without unlocking too much or being a bit too good like they were in verse 2. You will still need an iron axe to chop down any of the Fir trees and any of the larger birch or beech trees, but this will at least give new players significantly more resources they can harvest to smooth out that beginning progression/leveling curve.

sacred lantern
#

Small Spit Roast possible bug?

Spiced grilled meat hunks in the small spit roast: 10 mins to make, no XP gained
Spiced grilled meat hunks in the campfire: instant crafting, gives XP

Same with several recipes. What's the reasoning behind this?

forest lily
#

Bugs found so far:

  1. Character movement bug. I keep ending up with glitchy movement. When the characters moves forward or backwards, it does so as if its turning repeatedly. Like it gets stuck in the turning animation.
  2. I can see 1px seams between some terrain sections.
  3. A couple of times when I levelled up carpentry, it randomly also announced I had leveled up mining, even though I hadn't.
  4. Please move the mining progress/foraging result UI overlay away from the middle of the screen. It would be better in the bottom right, above the inventory.
  5. Some of the music/sfx appear pretty random. I'll be foraging in peaceful meadows, and the sfx suddenly go really dark and dramatic!
keen pollen
#

can you, MainFrame sirs and mams make the recipe breakdown to show the final yield amount shown in the right whole side's window's mid left pop upping window's top big items icons? it is a hassle having to check the corresponding stations to see the final yield amount of crafts. may the for~tune be with you, sirs and mams~!

weak dagger
#

Really wish there's a patch VERY soon which will move this gathering UI to either the left or the right side of the screen. Don't understand why it's in the middle of the screen blocking my view, when it could perfectly be pushed to the side.

light harbor
#

We are missing BUY ORDERS, so solo players can fill up big clans needs - like wood/charcoal/ores and with money buy gear/tools/weapons

broken osprey
#

Missions with real cash are nice, but I would have more incentive to do it in-game with pax money. Bring on daily and grand quests on a Quest board by the petra, please.

last coyote
#

Larger ore nodes that would make for big group mining all the little nodes are just way to annoying for 7 or 8 ore each why not 200+ per node at query’s or random in the world

orchid gull
#

Weapon being repaired takes too much lifetime needs an adjustment I went thru 4 weapons last night no deaths.

whole rover
#

Is there any reason Langres Links are giving Charcuterie exp and not cooking? If I am cooking it on the campfire, it should be cooking xp. Just a suggestion.

twilit heath
#

perhaps increase the long wood stock stack size a little maybe from 10 to 20 or 50

fleet folio
#

im using, Intel® Core i5-14400F, 10C (6P + 4E) / 16T, P-core 2.5 / 4.7GHz, E-core 1.8 / 3.5GHz, 20MB

NVIDIA® GeForce RTX™ 5060 Ti 8GB GDDR7

Windows 11 Home, Nordic (DK/FI/SV/NO/EN)

2x 16 Gt UDIMM DDR5-4800

1 Tt SSD M.2 2280 PCIe 4.0x4 NVMe

High Definition (HD) Audio, Realtek® ALC623-CG codec and we living in 2025, please tell me how this kind issues are possible for ready game for 100euros i but the lagg video be as well. https://medal.tv/games/pax-dei/clips/ljZUaTvvbhL6f6kZN?invite=cr-MSxNZ2osMzczNDcyNTQy&v=67 i have made complain last year as well. it was working perfect till u started fix buxgs. So i dont know.....

dreamy zodiac
#

My kingdom for a craftable backpack that increases my storage slots! 👝

ornate lintel
weak dagger
#

Would be nice if we could type in an amount.

rigid tangle
forest lily
#

Please can we get more clan logos? Even some level of customisation of the logos would be great.

wise prawn
#

Please remove the megaphones from the bee communities.
(very loud beehives)

fresh anchor
#

That’s the ladies cheering to you….;)

severe fog
#

Fix the constant crashing everytime you go over a border!!!!!!

dreamy zodiac
#

I'm seeing a ton of successful crafting but not getting experience, or 'crafting all' that stalls that just stalls and the only thing you can do is walk away to abort and lose your crafting materials.

sacred lantern
#

Now that I've been playing for a few days and I've been working in leveling up WeaponSmithing, I can say that the change that @untold crystal said that was done to the component crafting, making them faster to craft is, indeed, not noticeable at all. It's still slow and tedious. In my honest opinion it should be closer to the time it takes to craft something in carpentry since we need to craft a ton of components

brisk grotto
#

Down to world actual feedback, the combat needs fixing, add dodge mechanic, make mobs actually path properly so combat is a bit more fluid and tactical, considering its an action type combat game you cant have mobs desyncing, flying to you, no proper means of avoiding damage via positioning and etc

ornate lintel
#

We should be able to control the WALK when atacking. Now when you attack (press click continuously) your char walks forward and you cant control it. We should be able to control this movement. Forward, backwards, left and right. I mean WALKING stepwise, I dont mean attacking while running.

red jay
# iron otter The cooldown on weapon swap is because of PvP and trivializing the more difficul...

I haven't seen anybody asking them to reset any cooldowns on any weapons on a switch, that would indeed be horrible.

I agree they need to fix the root cause, which I guess is just bad combat system design to begin with.

If you need to wait 20 seconds at beginning of combat to do much anything useful, is that a fair design in your opinion?

There HAS TO be a better solution to this that, oh you need to arm yourself for combat, poor you, you deserve to die.

They need to start fixing the system, not coverup the side-effects.

pale linden
#

Finding any type of food ingredient outside of meat is an absolute nightmare. I've spent HOURS looking for blueberries in the forest, to only find 15 rasberries max. The time spent looking for any kind of ingredient for brewing / cooking i could have gotten level 20 in any other skill (outside of weapons). It feels absolutely horrible, and the clarity between gatherables and just "foliage" is horrendous. Some have edited their game files to remove foliage so they only see gatherables. I dont want to have to edit a config.ini or any core game files but it appears this is the only solution.

vernal fossil
mellow copper
#

NA - Selene | The animals are beginning to moon walk and have been buggy for a couple days already. In the past a maintenance has fixed atleast the moonwalking. Could we please do it soon?

tame horizon
#
  1. Please move the exp gain notification to the bottom right side of the screen.

  2. For the love of the Divine please make the beehives quieter.

  3. Please turn off examine when a player is in combat or let us turn it off completely as an option.

  4. Please make additional levels of permission for storage & crafters.

  5. Please bring back the blacksmith apron as RP clothing.

  6. Please make Roman numeral signage I - X to help with storage.

Thank you a million for fixing the baby pew pew of the Sylvan staff and for letting us edit our characters.

dreamy zodiac
#

On the PTR it's almost 50% of the time now (and increasing each day) that crafting bugs out and has to be walked away from to abort, server needs to be unplugged and plugged back in!

little shell
#

happens over and over, and I just finished a fresh install of windows 11 and all AMD drivers

unborn light
#

Feedback: move the UI frame that displays what we harvested/looted etc. It appears right next to the character and is very distracting. It takes a large portion of the screen. Be better off to the side or in a corner. (Better yet. Let us move it where we want.)

cyan crane
#

Simple request. Please move Rosy Oat Bread to around level 25-27. Thank you.

harsh roost
#

CRITICAL BUG: Game Freezes and Locks Out System.
PROBLEM: Game froze/crashed, leaving a still on the screen. While the Windows OS was responsive, the game remained above all other windows, including Task Manager. It was impossible to kill the game, and I had to resort to using the actual power switch to recover.🤬
DETAILS: Windows 11; Asus ROG Strix G532LWS Laptop. Coming back from the extreme NW Wildlands on the Ewyas border, by the Inquisitor camp. Game Server: Sif/Kerys (Ewyas). Other Processes: Notepad++, MS Paint, Discord, File Explorer

pale sun
lone thicket
#

QOL: Need to be able to move buildings, chest etc on the fly , also chest with full loot, its frustating to have a base that looks like a mess because in the start, you did X or Y, but you could make it better if you were able to move things.

rain swan
#

Annoying glitch in player character movement animation, started happening to me since 1.0: when moving forward, stopping, then rotating camera about 180 degrees around character and then moving forward again - character animation starts to spin around vertical axis wildly while moving forward.

ripe cradle
#
  1. Please add more loot around the world to reward exploration or clearing out mob camps. People want to be hit with the dopamine shot once they complete a task.

I know it’s been brought up already but I especially think this is an important aspect of PVE content that is missing.

sacred lantern
gentle void
#

Hand designed hunting zones rather than just generic biomes and cookie cutter fortress/tents/ruins would be very cool. Especially in Lyonesse... If there could be a few areas of the map that are designed more intentionally rather than just programmatically generated terrain/biomes... That'd be really help congregate players into a smaller area and we might get more organic PvP taking place. Right now it's incredibly easy to avoid PvP as everything is so barren and spread out.

If you look at the world map of Lineage 2, you'll see there dozens of hunting zones all uniquely designed and that made the world so interesting to explore. The world had a history and meaning. Pax Dei's world feels a bit generic and surface level deep.
https://interlude.wiki/db/img/etc/world_map_interlude_big.png

lone thicket
#

Please add a "Sort" option in your back and chest, so sort items

And

Use things directly from your storage, so you dont have to have it on you when crafting or building in your plot.

forest lily
#

I know this is probably on the todo list, but just to confirm, the NPC AI definitely needs improving! I shouldn't be able to take out a guy with a sword fight while his mate next to him is completely oblivious! They appear to be distance triggered, without any sound or vision triggering. They should also be moving and patrolling to make it more dynamic.

errant mural
#

Servers seem to get more and more laggy overall. It is something we saw in EA already. Since back then servers got stable for a little while after maintenance maybe you could do a weekly restart/short maintenance of servers? Doesn't look good to see animals running sideways and backwards (if not porting from where ever) in week one of 1.0

mellow copper
#

⬆️ NA servers need maintenance soon.

gusty granite
#

Instead of automatically losing 20% of my stuff when dying in exchange for the convenience of not having to walk back to my corpse, I would prefer if those 20% stay behind in my corpse. So i have the choice of walking back there and get the 20% back or have the convenience and leave it behind. Or alternatively ask me after death if i want to lose 20% and instantly continue, or spawn naked and walk back to my corpse (the old system). The forced 20% loss ist just too harsh IMHO.

agile mica
#

Stuff should be the same stack size across categories. We expect ores to stack up to 20 each, so there's no reason for horn needles to be 10 when sewing needles stack up to 50.

wintry mirage
#

Lets Talk Alchemy:
Too much overlap with food and beverage making.
Spirit is only refreshed in alchemy, so keep that focus, but add utility items.
A light potion that can be held in the offhand, or dropped to light an area.
A feather fall potion to jump from high spots.
A jump potion to get to high spots.
A vanish potion to save myself when I am in over my head.
A luck potion to give better rolls for one crafting attempt, when I really need this one to succeed

prisma sky
#

need to have a hand torch

tame horizon
#
  1. Please add a take all button to the timed crafters.

  2. The death penalty on materials needs another pass. It's too harsh, especially in homevalleys. Maybe change it to only apply to processed mats? It also should not occur on a clan plot, because losing inventory because you fall while building is ick.

round gust
#

Please minimize and move XP and item pickup notification to lower left screen.

Fashion and housing is the real end game. Please add more clothing and dress pieces. I want my clan of 30 plus folks to all be dressed differently.

gusty perch
#

When you mine you should be using the Pickaxe in your toolbar, not the one in your inventory.
For example, I am mining Impure Iron and I have a bronze pickaxe in my toolbar, and an Iron Pickaxe in my inventory. When I go to mine it, it automatically uses (what I assume it's coded as) the highest tier pickaxe in my inventory. I do not want to be wasting the durability on my Iron pickaxe when I have a perfectly good bronze pickaxe that does the job.
Thanks.
(Edit: I have tested putting the Bronze pickaxe in the top left first slot and the iron in the bottom right, even vice versa, it still uses the highest tier pickaxe when mining any T1 item)

wise iron
#

A wonderful QOL would be to add:

  1. Moving chest without having to empty them delete and rebuild.
  2. Pulling items from chest when crafting.
peak agate
#

Weapon Bow does not have any special, When using a bow to pull and switching to main weapon 20 second cool down.

chrome ore
#

Death penalty in home valley, could we have it that if we return to our corpse we can get the lost 20% of items back?

gray python
#

I'm pretty sure this has been brought up before, but a good and simple QOL fix would be an auto sort button for inventory. It's wild to me that there isn't one in this day and age where most mmos have it. With the amount of items we need to make for crafting alone, I figure a little help in organizing could go a long way. With that being said I feel like there should be a way to recycle items. I cannot begin to tell you how many spears I gave up to level blacksmithing. There was no point in selling them because the market was flooded with them. I'm going to harp on inventory again, why is it that the more expensive in resources a chest is, it doesn't have more slots? I understand if someone wanted a pretty chest but the late game chests are just so pricey. So the TLDR is may we have an auto sort button for inventory, more slots for higher tier chests, and recycle mechanics for unwanted items? Also if this has been address let me know, I apologize in advance if it already has.

slender eagle
#

Why is there no controller support on an xbox game pass game

sacred lantern
# slender eagle Why is there no controller support on an xbox game pass game

if going back to our corpses is gonna do nothing but the move the map and compass ping, maybe just remove those pings completely while in home valleys? it's just annoying. I have the skull marking that I died there and my body is glowing on the floor but there's nothing inside it? as I said, it's just annoying

sorry, did not mean to answer to the message above ^^`

heavy heart
#

Hi Pax Dei team, I'd like to make a suggestion..
For the Crafting Blessings, can we get a blessing that gives you 30 minutes -1 of the skill instead of +1?
Would let me grind on a certain thing for a little bit longer.. 🙂

rigid tangle
#

There is many to do...
I Play on Demeter in Gravas. Tthe Animals runs reverse or "warping" to your position. Sometimes Tin Deposits are still show when they are empty and when this happens there is no destruction animation. (Game Restart repair it)
Very often the Character makes spins... 3 Spins... 10 Spins.... 10 seconds spinning... It´s random and mostly when you ending for example mining a deposit and turn sight or skinning an Pig or other works
Running at borders from mountains: often the Char is stop running without order, so you falling down the hill.

bronze sequoia
#

Cotton needs to be made more available. I spent an hour running along where it spawns for 5 stacks...it'd take a full work shift to get 1 full inventory. Also, horn needles need to stack much bigger. 25 minimum, but preferably 50 just like sewing needles

keen pollen
#

Despite the crashes are making it unplayable atm I just want to say I love the gameplay and the gathering and all the things I can find. its a joy to run around and explore and build on your plot. Keep up the work, devs! i am a supporter of the subscription model and I also hope you never introduce micro-transactions because you are one of the few who doesnt have that poison in your game and I very much appreciate it ❤️ Thanks for a lovely game!

zenith vale
#

I'm quite sure this has been addressed already - but please.. sand? Why do I get 3 ton of sand every time I mine for minerals?

orchid spoke
#

Please add an option to add to party from clan menu.
It's not hard to program into the game.

Please provide feedback that you're hearing our feedback, that you're actively working on things, what you are working on.
Directionless amble is what we assume otherwise.
Providing feedback to a brick wall is not great.

late hill
#

Please finally address the known issues that have been in the game for over a year, some of which have already been fixed but are now back again. Leave the new content alone for now (new bugs) and take care of the old crap, damn it!

pure light
#

Small but Important Changes Needed ASAP!

  • Ability to trade items directly between players, instead of dropping them on the ground.
  • Ability to move items into private chests without first taking them out of another one.
  • Manual item splitting by typing the exact number instead of using the slider only.
  • Introduction of backpacks or inventory extensions to increase carrying capacity.
  • Local voice chat – not only in closed channels, but also proximity-based, so players can talk to each other naturally in RP areas.
  • Ability to quick-swap between weapon sets (e.g., 2h weapon ↔ 1h + shield) with a single key instead of multiple clicks on the hotbar.

Bigger Additions (for future updates):

  • Implementation of mounts and transport options such as horses, donkeys, mules, carts, wagons, and wheelbarrows.
  • Animal husbandry – breeding and raising animals.
  • Farming and cultivation – growing herbs and crops.
rigid tangle
#

I think new gameplay content or quality-of-life changes are unimportant. Fixing the game should be the top priority. Given the current state of the bugs, I won't be subscribing. I'm not going to pay €19 a month for a game that's more like a beta/EA release.

narrow patio
#

This lack of permissions for plots, crates, guild ranks, and lack of ranks within a clan is truly detrimental and almost infuriating at this point 🙁 lol

fresh anchor
gusty granite
bronze sequoia
#

why are my characters missing?

barren zenith
#

just a reminder
Players UI
its been asked by a few over the last few months
can we have control over our own players UI
we can turn on and off the compass feature already , can we also now have the ability to move it on the screen to where we as the player find it suitable for our playstyle as well as the ability to enlarge it or shrink it as per the players requirements
as too the discord chat , can we now have the QoL to be able to turn this function on and off , move it to desired places on the screen as well as scale its display box size with also the function to scale its font size and make it more translucent or solid in visual
this should for the player be a QoL function with the other UI display boxes on screen from drops to health stamina and spirit bars , party members individually with members only seeing their details in the party display and not on the playing alt as well , and also the hot bar
with the ability to move these or turn off these as player required as well as adjust their sizes

Permissions
Clans and Player , Alliances and Feudal houses going forward are going to from the first day of launch are going to need restructured permissions
the ability to allow a friend or another player or another clan the permission to use set benches , mass crafters even build options on a plot or chest access as well as adding another tier or two to the clan permissions like villager , tho it would be a great advantage for most i feel if the roles to be added to the permissions system and the ability to use at an individual item level on a plot be it clan of solo private would be
an Allies permission and a Feudal House permission for feudal
a Merchants permission for clans and feudal
and these for clans and solo players
a Friend of plot owners permission
a clan Peasant permission bellow the three there now
and a Clan Serfs permission bellow Peasant being the lowest of the clan permissions

***Monetization ***
with the Sub system now laid out and the 4 tiers of Subs we can have
as the plotless can it be assumed that for token buyers the premium part will be able to be dropped when no longer needed if the player wants
as the Token releases a plots ability to be placed in the world from an account , the ability to have use of more tokens on an account instead of multipool accounts needing the unneeded premium part of the Sub for players still wishing to pay and place more plots
the ability to purchase more tokens per time as well as being able to purchase a 3 , 6 or 12 month sub options
and the ability to offer a friend or clan member a token as required to help keep the plot there if they can keep playing but for reasons are unable to pay for a period

weak dagger
#

Are we getting a patch for this mess soon? 🙂

Please move gathering xp info to the left or right side of the screen

stoic flicker
modern scaffold
#

XP stacking changes

Better than before, but: Total XP from node is not visible as counter resets on loot.

Suggestion

  • Anchor XP component to bottom of view
  • Scroll loot above it
ornate lintel
#

Only premium experience is added, not the totaly experience earned. Ive been crafting these maces sinc yesterday and I know theyve been giving only around 330 exp.

agile condor
#

Could you please add a small quality of life feature that shows in the menu of crafting stations which have a production queue what the total time is until the complete queue is finished?

sacred lantern
ivory glade
#

Why don't you give us a movable UI like every cheap game does? It's annoying that the XP indicator is always displayed in the middle. Or fix it at the bottom left or right. But center it so it hangs right in the view. Do you actually play your game yourself? I highly doubt it...

earnest field
#

MF - could you add some sort of looting system for groups? This is really not that big problem for a full group of same clan members, but it's a problem for random groups. And it could be one reason why there is no LFG -shouts in the zone chat... Now everyone can loot and in random groups that just doesn't work. Groups are a very important factor in getting combat XP. It's nearly pointless to grind combat xp solo, you can get to 20 in couple of evenings in a group. "Free for all, random" could be two viable option for example. Free for all we already have and clans can use that. Random would be fair(ish) for the random groups. At least give us some options to make random groups more viable, thanks!

  • Nahkahiiri, clan member, random pve'r, solo hunter...
iron blade
#

The Removal of the UI Scaling needs to come back please. I been playing for a little and all those popups being so big and appearing in my vision all the time while being out and about mining and gathering, gives me a headache.
At least enable it in the .ini file for us to change, knowing there will be some wonkyness.

agile mica
#

I'm sure this is for pvp reasons, but I'm not comfortable with the 20s cd on weapon skills when swapping weapons. Especially when swapping from your normal weapon to bow to hunt a deer, and then you're "trapped" when you're suddenly aggro'd by a pack of boars/wolves. I'd be fine if that 20s cd was in Lyon only, or if bow just had way more damage since its fire rate is slower than my greataxe.

vapid hound
#

I’d really like a search bar in the market menu, not just filters. It would make finding items much easier.

modest kindle
#

Please Re-add UI Scaling

final olive
#

Add a dismantle option to dismantle gear and get some resources back.

What am i gonna do as a solo player with 100+ of Iron Pickaxe, Axe and knife? Or my 50+ box chairs and 20+ tables-.-

And dont even get me started on the bronze...

marble glen
#

Please don't remove accessibility options.

I'm not even visually impaired, and I have to use the UI scaler because the text on the UI is too tiny. I cannot read it without that.

And yes, crafting is still wildly unbalanced and new players are getting frustrated and leaving the game already.

bronze sequoia
sacred lantern
#

In-game lore ideas:

  1. Add a section to the journal called "knowledge about the world". In there, we would have pages/books with the backstory of the named bosses that we have killed (and maybe what they drop?), so we know more about them

  2. Make elite camps have more personality. Right now, there are like 7-8 templates for over 50 camps for map, with the same named mobs appearing in different camps. With this vast and beautiful world, it's a waste not taking advantage of it. Make camps have their own named mob each and add some broken billboards in them with scraps of what happened there. That, combined with point 1, would make completionist people want to traverse the world, since filling the journal would be like an achievement.

  3. To give these "boss camps" more feeling of importance, surround them with normal elite camps with no named one. This would help players prepare for the real goal, the named boss. (and of course, the named boss should ALWAYS appear).

jolly magnet
#

I thought that after maintence today that the rubberbanding and disconnects would be fixed, but the short answer is no they are not cause I have disconnected twice and the stutter and rubberbanding is still there, makes the game play pretty bad as all this was fixed before launch and now it's back again, Please FIX THIS

hollow brook
cyan crane
#

Since moving to steam I've experienced the game crash to desktop multiple times per day. I never had that issue with the launcher. This happened during EA and it's still happening now after release? I'm not sure what the problem is. Potentially a memory leak? I have 32g of ram but eventually with a leak even that can get used up. Please address this. I'm betting I'm not the only one with this issue.

sick otter
#

I miss angry badgers pxdseriousBadger

little shell
wintry mirage
#

More Alchemy ideas!
Since we have the mechanic to enchant items, lets expand that.
Poisons for arrows! Give the archers some love. Slow poison, or weakness, or vulnerable to a specific damage type
Fire Swords!

vagrant narwhal
#

Man I can’t wait to see the dip in numbers once that month hits, so much qol missing for a 1.0….

quasi rain
crimson folio
dawn gale
#

Feedback and QoL suggestion:
I am QA/UX Game Tester (im also a founder and played this game for over few hundred hours) and have noticed a few things that are just, very old school game design.
Chest inventory: Unless this is pvp raiding server, having a single one chest that has infinite stack size would be QoL for all folks. This would also help reduce the overall objects on the map, player sorting fatigue.
These chest can be disabled on raid enabled maps or kept as the "guild chest" 1 per plot.
A lot of game design can be made to help reduce player fatigue with dealing with inventory.
https://i.gyazo.com/08ef2d2bb1d05bed07529a52ee740dcb.jpg

I do notice people are trying to make nice towns, a feature done if a few building games is giving people ground foundations (like stone foundations) but grass. allowing players to persudo terraform. I would suggest looking into a game called "Once Human" are their wall paper functions. Applying designs or "wall" papers to change a block to look like 1 type of wood to another, or a soild wall, or fancy wood wall. but it still being wood.

modest kindle
#

Is it a possibility to make it where Spawns Are for Individual Players for Respawn times or possible to increase amount of nodes?

bitter notch
#

Hello, I Just want to say that im loving the Game! I have access to it because of PC Gamepass. I Would like to make a wish for a feature. Please add Controller Support. I tried to use the keybinding menu but it does not work for controllers. I know if get access to the game using Steam I can make a Custom Controller Layout but that is not possible for the Xbox Store (At least i dont know how to do it). Other Wish, Maybe add Abilities to bows, that would be great! Again I am loving the game. I will be subscribing me to the service to maintain my Plot. I already started a Clan so im very happy with it. Thank for averything!!! pxdheart 💯 👍 pxdcool

rain kettle
#

Hey I just wanted to ask. Is there anyway we can lower the amount of meat chunks we get. I am having the hardest time using them up. Especially since we get meat from the shanks, which I wish we got a bit more shanks, I am trying to get my cooking up but its hard to get any of the veggies and spices. I love the game but the meat chunks is getting ridiculous.

iron otter
#

Hot take...

They should do an equivalent to the current durability dmg percent to lifetime on your gear upon death instead. This way you arent punished out in the field immediately as in you can still use ur gear... but its gunna deplete a lot faster later.

If the whole point is to churn through gear faster for the markets. Why punish me immediately for playing bad forcing me to give up my 1hr to run to dungeon then 3hrs in the dungeon early. Or my super fun PvP session... or camp farming?

Instead punish me by making me need to make/buy a new piece of gear earlier later after the fun combat encounters are over.

Either that, or just do dura dmg to the equipped weapon on death.

tacit grove
#

Potentially been said before but with the XP gained and resources gained pop-ups is there a chance where we can have the option to either move them to the bottom right of the screen or customize its screen position? I find it causes a bit of eye fatigue/strain with it constantly being slightly offset from the center of the screen, this was previously less of an issue with the UI scaling but now that its no longer an option while its being fixed I do find it a bit harder to play for longer sessions. that aside keep up the great work!

wary goblet
#

Hi, here's some feedback on the game from my side, along with a few suggestions for essential features that I feel are missing.

1: The Buckler should be brought back into the game and serve as a more offensive variant of the triangular shield – with less aggro generation and slightly lower block values. A parrying dagger or general parrying weapon would also be conceivable, featuring a damage multiplier but no aggro generation and a block value slightly lower than that of a two-handed weapon. This would be the most offensive option, enabling blocking with a one-handed weapon (even without a shield) and ideal for DPS builds.

2: There's a lack of weapon variety, especially short swords/daggers and crossbows. Short swords or long daggers could represent the faster sword variant and pair excellently with a parrying weapon. The crossbow would be like a two-handed weapon: the slower but stronger and more impactful version of the bow.

3: The bow urgently needs skills like all other weapons. Conceivable options: a single-target snare/root, a knockback attack, or a powerful strike. Without skills, it's only useful for hunting or pulling, which is a shame. The bow gameplay needs work overall, as it often feels unfinished and almost buggy.

4: The game desperately needs a dodge function tied to the stamina system to make combat less static and feel more modern. A small sidestep to the sides or backward would suffice. Generally, the AI could be overhauled and made more intelligent, as it currently feels simplistic and generic.

5: A stealth function with stealth mechanics is completely missing. Currently, animals and enemies become alert as soon as you enter their radius or cone. This is mechanically boring and uninspired. More interesting: when crouching and moving undetected, you gain a buff that makes you harder to detect by animals and enemies. This way, you could avoid fights entirely or gain combat advantages.

I'll post the rest as soon as the timer runs out...

brisk grotto
#

Dual wield 1h weapons when?

marble glen
#

I'm really not exactly sure what it is we're expected to pay monthly for with this "premium membership" (other than "plot rental" on plots MANY of us already paid you for, but you've definitely heard enough about that and don't show any kind of inclination to listen so no point in going down that path again.)

XP requirements have been repeatedly raised, new "skills" have been added repeatedly that we now have to grind... like <checks notes> wearing shoes. Mmmmhmmm. Ok. Mat costs have been repeatedly raised, and now the game is literally lying to us sorry, has a visual bug that is telling us we're getting XP that we aren't.

So, does this mean that ftp players get zero XP for crafting, then? Since premium members are ONLY getting the same amount of XP we used to get, but it's called "premium" now the "added" premium XP, should we be expecting a credit of XP when this bug is fixed on the skills we've all been working on over the last week, since we're kinda being robbed what the screen is telling us we're supposed to be getting?

I understand you need to make money to keep servers running. I'm just genuinely baffled at what we're actually getting for that money at this point, or how MF can charge people real dollars for what, so far, has been a game with a TON of potential that I've been watching get flushed down the toilet for a quick buck without devs who will put the time and effort (or even listening skills) into keeping alive.

agile condor
#

Could we also please get an alternate well design which doesnt come with a roof for the inside of the building and 2 versions with alternate roof designs ( one with a reed roof and one with a planks roof)?

daring flint
#

Please allow permissions for owned plot to be fully manageable by other characters in the same account of the owner and not only by the character who placed the plot, also it would be awesome if we can add single account/characters to permissions instead of only Public/Clan/ Clan Ranks

onyx dirge
#

Since the update yesterday, I’m only getting the bonus XP when crafting items! 🙁

eager radish
coral summit
#

Please do something about the mobs. They freeze up too often and teleport after the player (hello, bears in the wilds). There are no lags, you can gather resources, craft... But the mobs are a bunch of bugs.

ember crescent
forest lily
steep otter
#

Adjust crafting animation. We will spend hours afk grind crafting, and this is acceptable, however when I want to look at the map, look at my skill levels to turn my camera to look who is approaching the crafting stops! Again, I am not complaining about the grind, I am complaining about being fastened to the table or forge.

wary goblet
# wary goblet Hi, here's some feedback on the game from my side, along with a few suggestions ...

...

6: The game needs more variety in huntable species, as the forests feel very empty on one hand, and the overall experience becomes too repetitive too quickly on the other.

7: The 20-second period after switching weapons, during which no skills can be used, is way too long and should be drastically reduced.

8: Enemies can currently still strike even though they've just been hit by a skill or a light attack. It would feel better if there were a balanced stagger mechanic to provide hit feedback.

9: The Jeweler should have more utility, as he can currently only craft cosmetic items that have no significant impact on gameplay. Perhaps enchanted jewelry could be crafted that positively affects health, stamina, or other stats. Talismans could further enhance skills.

10: It would be nice if there was an option to disable the helmet or make it visible only when entering combat.

Otherwise, the game looks visually fantastic, the building system is excellent, and the crafting is highly complex. Player interaction beyond the clan could be further encouraged with interesting mechanics. The idea that you can edit your avatar anytime from the main menu is one of the best changes ever for me – thank you so much for that! In the future, I'd just wish for even more cosmetic options like hairstyles, beards, etc. Thank you for your work!

vapid hound
#

A few craftable backpacks would be nice, for example:

Small Backpack: "Pilgrim's Satchel" - Adds 4 Inventory Slots - Craftable at Simple Loom
Medium Backpack "Scout's Pack" - Adds 6 Inventory Slots - Craftable at Simple Loom
Large Backpack "Merchant's Burden" - Adds 8 Inventory Slots - Craftable at Loom

That would be awesome

wraith lintel
#
  1. Mounts.
    2.Backpacks
    3.Farming and Animal Husbandry
    4.TP to your own plot
    5.Ability to adjust the number of items you want crafted, instead of the single option and the max option currently in.
    6.Ability to type the number when splitting stacks, rather than adjust via slider
little shell
#

NPC your fighting if you move back a few cm then they walk away get fully healed and take no damage until their back to their starting place.

spice magnet
#

PLEASE delete the sound when you recieve a message in Zone/all chat... people keep yapping and spamming bs they could easily talk in private.. its hardcore annoying

jolly magnet
#

GAME CRASHING is getting really old and FRUSTRATING, you guys had this FIXED until launch now it's back again really makes game play not enjoyable

burnt helm
#

🛠️ A few serious bugs and issues with Pax Dei:

1️⃣ Monsters are still laggy, and it’s been like that since the very beginning of the beta. The bugs haven’t been fixed – deer are literally teleporting, and combat often makes no sense due to desynchronization.
2️⃣ The Hunter profession is a complete joke right now. Bow damage is ridiculously low – in the same time you can deal 100–150 dmg with a sword, you barely hit for 25–30 with a bow. The difference is way too big to make sense. It should at least hit for 50–70 to feel fair.
3️⃣ Resource placement makes no sense – half of the map is completely empty, while other areas are overloaded with everything.
4️⃣ Way too few monsters in some forests – running through empty areas isn’t fun at all.
5️⃣ Enemy AI is basically non-existent. Monsters just stand still like statues – no movement, no reaction. In 2025, I’d expect them to roam within their territory, react to players, and not just stand there as background props for crafting.

These are just the basic problems that completely killed my motivation to play.
Until the developers fix these fundamental issues, I see no reason to return to the game.
Honestly, Pax Dei still feels like a BETA, not a proper “1.0” release.

pure light
#

Let’s not be too hard on them anymore. Just on this channel alone, they already have enough topics to work on for at least a year. Right now, they’ve received a big injection of funds. Personally, I—and a few of my friends who are currently playing Pax Dei—can keep paying for maybe another three or four months. These next three to four months will be crucial to keep us in the game.

If we actually see that they’re working on fixing bugs and adding the simple quality-of-life improvements we’ve been talking about here, it will show that they care—and that will also bring more people into the game.

You’ve got three months to prove you can do more with your product. Get to work.

sacred lantern
#

Agree. That's why I'm not saying anything that has already been said or any real urgent fix. Most of the concerns the new players have, have already been addressed many times throughout EA. Now the game is released and there's nothing that can be done. They have about 4 months, as the comment above said, to show what Mainframe is really made of. Right now the game is what it is, and there are a lot of new players, but this is an MMO and we all know what happens with MMO, the first weeks are full with new people who will stop playing when they get bored (and this game requires a lot of patience). Once the numbers drop to 4-5k total, we'll see if they can redeem themselves like many other studios have done with their games (No man Sky, New world, WOW and so on) or if they just don't have what it takes. For now I'm just gonna enjoy the game until it stops being funny and I run out plot tokens (4 months)

dawn gale
# sacred lantern Agree. That's why I'm not saying anything that has already been said or any real...

Bad examples of games; those are games with insane PR teams and publishers. You'd be better to look at indie or small crafting MMO who figured out how to keep their player bases and then grow them slowly. Atlas, Lost Oasis, Haven and hearth, Albion Online, Palia, Once Human.
Currently Mainframe is going more towards MortalOnline and Fractured idea of development, not good.

If you want players you need a small team to do constant PR weekly; Here is the updates, here is what we're working on, "what would you like to see more", talk to us in the discord. on blast on all socials 24/7.

in the last 3 years of playing Pax Dei (on and off) I can't say they've really done anything insanely interesting; they need a Dev who's only job is putting out weekly to monthly patchs of theys they already have (typically someone who modeler with code knowledge and just goes like "heres some new chairs we made"). the building and RP players eat that stuff up.
then the devs need to look at what's really fatiguing players at the basics and core. What is a chore in the game you hate most~ type of deal.

the rest of the Dev team typically works on the new parts of the game, but there needs to be the very basic weekly changes up that get the people talking.

hollow brook
terse basin
scarlet ruin
#

Stacks of 100 would be great but at the same time it would great if there were recipes early on that use 15-20 meat chunks so that it could balance out this issue. Or make it 10 meat chunks for 1 meal not 2 chunks to make a stack of 5 meals.

rigid tangle
#

Please put your resources on Bugfixing, not celebrating 1.0 beta release. (You have a lot to Do, set priority! i don?t wanna see another good Game going under because of bugs)

vague cove
sturdy galleon
dusk echo
#

#1427615540423426058 message
In addition to what I posted here yea the small stack sizes with the lack of a large carrying inventory/large storage is definitely something that needs to be addressed

quasi rain
#

Along with the higher stacks, we need something that has a massive inventory (think clan storage?) so you don't have a million storage boxes all over a base. That along with auto sorting so you can just drop your items in and not have to manually restack and sort things. Also crafting tables pulling from nearby storages would be great too (or at least the option to turn it on)

stone matrix
#

Bronze ingots now only ca be created with tin ore and copper ore, so if you didn't notice the change (like me) or think that it also would work with the refined Ingots (like in real), then you have refined ingots without the intended use.

So, it would be nice if there is a second recipe with a lower Energy (coal/wood) cost.

orchid gull
#

Can you make every crafting bench where you have to place material in have rights like chests do. so I can keep plot private but give furnaces and looms and so forth clan access, not that I don't trust my clan mates,one slip up could cause the building to come down or have to gut room to place table back down that was picked up by mistake.

grand comet
#

It would be nice to have some NPC trader - so we can at least get 1 coin for all the stuff we have to create in first place and not really are used by anyone - as either everyone is trying to achive all on there own or just stacking up on things to prevent others form accessing it. Marktet trading is nice but only doable if you have either the skills to mint your own coins or have approached in some fights with the NPCs. So the option to sell to an NPC trader every now and then gives all players the option to make something of the surplus stuff the might have crafted and not just droping it to the ground and let your garbage collection to there magic. another plus it is give some coins to all of us early on to make some purchases instead of farming all the stuff on our own and it would at at least some economy for now. The trader can be showing up randomly.

It in a way can be limited in the way that this trader can look one time for tailoring stuff the other time it looks for carpentry stuff. This would just be an addition not a replacement of the intited idea - that eventually there will be a community driven economy. But as of now this is mostly not existing or just the exchange good a for good b in a very local approach as at least most people are not reaction to chat at all or of there is a try of economy it is put down by the comment you do not need to by that - you can farm it at location x or y.

sadly that ideas are voted down immediatly ...

peak agate
#

Turn the quarries into stone quarries, of course you could have more spawns of Iron or Copper or Tin in those areas, but have more than enough Gneiss Stone, remove gem drops from Gneiss Stone, it could still drop sand..

Since Gneiss is a main building component, it should be more readily available like trees.

lofty escarp
#

i would love to switch between group members via mouse wheel to cast heals on them (instead of the F keys)

zenith vale
#

there'd be nice if I could set my spawn point in my camp rather than at a stone.. 🙂

young ibex
#

To promote more group play consider increasing node resource amounts. Make it so a small group of players can farm nodes longer term. This has a benefit of making group gathering more feasible and keeping players semi-stationary and more open to PvP. Admittedly, this only truly works for ore nodes and trees but those are likely two of the heaviest required items.

river lake
#

I would love to be able to bind "walk" to my left mouse key. I have tried in both beta and 1.0 and I can walk for a short time, then I just keep punching the air in front of me. If there is a key to rebind to stop that I haven't found it. Thanks, love the game otherwise.

opaque monolith
#

I just wish there was a way to get plot tokens without having to spend real life money, we already have to pay for the game through steam, why we gotta pay a monthly subscription to play the game past bronze? Like? Why? I get buying more plots for more space, and I love how the plot system is implanted, wonderful time limit and a good way to make sure someone who doesn’t play the game have a plot blocking an area from someone new whos gonna play the game, love the system hate that I have to pay to be a part of it, all I’d be happy with is if there was a way to buy a plot token with in game money or heck even grace bc you can buy grace with money, but I would recommend having a one token a month limit for in game currency purchases, bc I don’t want people grinding for years and buying enough plots to plot the entire map, but it would be nice if we could play the game without having to keep spending real life money to do so…

amber tangle
#

Forgive the brevity, just posting some notes I made playing recently. I know I am repeating issues already dicussed that will likely be implemented, this is just my current list of improvements / QOL, sorted in no particular order:

  • buy orders
  • bulk trading
  • filter markets by item tier
  • market search by item name
  • market log / notifications (item, buyer name)
  • enchants not showing / bonus not being added in market ui
  • group invite from chat / friend list
  • slash commands to switch chat channels
  • meat chunks stacking
supple grail
#

Fast Idea: Since inventory is so limited, could we have bigger stacks please? Also, maybe someplace in the starting area to sell excess stuff? I've been leveling my skills and am forced to just drop stuff all over the place. Would be nice to make some gold for my bulk builds. Marketplace only works in later gaming.

vapid hound
autumn gate
#

I think players should have the ability to create customizable NPCs to hang out on their plots. On top of giving the player some passive bonuses based on a selected profession or role, these NPCs should be able to hand out quests to other players. I think this would be a great way to make the beautiful towns, cities, and castles that players create feel less dead if no one is logged in. These NPCs should work similar to how plot tokens work. With higher level subscriptions granting more tokens. Possibly the same amount of NPC tokens as you get plot tokens. Players could fully customize their appearance using the same creator used for making PC characters, and than choose from a variety of preset personalities, and professions. They should be upgradable overtime, perhaps by using grace(And giving higher level quests as they're upgraded). Which I think the player should earn when ever another player finished one of their NPCs quests. Importantly, unlike a request board, I specifically think NPC quests should not be used for players to farm or give out resources. The reward for completing a quest should strictly come from the NPC, not the owning player, and the owning player should only get Grace for someone else completing their quest. While the player completing the quest would get gold, and a reward based off the NPCs profession.

iron otter
#

increase goat spawn rate, this is abysmal, k thanks bye 😄

humble bobcat
#

Please reconsider this:

"When will horses be added?
The current design thinking is that the horses will be more about increased carrying capacity than travel speed. The game has pretty decent travel speed already with the Petra Dei network, and as such, we have two reasons why horses won’t appear in the game very soon. The first one is that there are a few key gameplay elements we want to add to the game that affect trade, which would be hard to balance if we add the horses first. The second is that the horses are a very big feature, and we think there’s other gameplay that’s more pressing right now."

It's not about moving around faster. I genuinely just want the horses for immersion. I want animal husbandry, farming with large wheat, barley and rye fields that act as a separate claim(You get access to one with 1 plot, 4 with 4.), fishing and small fishing boats/ferries. This kind of thing. A huge part of this would be horses. In my opinion, these should be your number one priorities beyond your upcoming territory control systems. These features would make your game absolutely take off.

As a general fact I have found Pax Dei has the BEST formula of all the open world building, social mmos ever made(I have played many and they have ALL died) and I think it could be a huge huge success, but I fear that without the above mentioned content, it will simply not captivate the imaginations of enough people to sustain itself. Clearly the team has serious talent and deserves recognition, this isn't meant as a criticism, but instead my intense faith that you can pull this off. I understand that these are all large features, but they should be roadmapped and worked towards as soon as possible. Every single player I speak to wants them and cannot talk about wanting anything else. You don't have to have mounted combat, you don't have to have naval combat, just consider moving in this direction so we can all get as immersed as possible in Pax Dei.

red flame
#

Sharing loot and pickup loot, me and my friends went through our first inquisitor camps in the far north of our base, exploring felt really fun but also shallow entering the ruins was really cool! but there was almost nothing to do except kill npc's being able to share the pick up would help especially in bigger groups tracking who picks up what becomes this annoying back and forth and takes away from the fun especially if you are trying to play together and grind for gold together. Having loot on tables or chairs you could pick up or find through out these abandoned ruins like a blueprint or artifact or even just a rng 'bag of resources' like wood or something could be really nice and be like a exciting easter egg hunt and interaction, opening doors or even breaking down barricades to make noise and attract attention but open up more of the area could be a really cool mechanic to add as well.

On the same note sharing pins or player trading could add to the immersion and interaction clans and players have with each other, I know there is much to come but a alliance system for clans could be really cool my small clan of 3 allying with a bigger nearby clan could be a really interesting diplomatic thing to achieve, besides that add more options in general to explore or find things with friends could be interesting like having to pull multiple levers at the same time just in general aspects to add more depth to pve exploration and interaction's.

inner rover
#

I usually like to play as a healer or DPS mage in MMOs but it seems that those play styles are not accessible till you've spent quite a bit of time in other skills like melee combat, mining, logging, blacksmith? I wish that I could choose to craft light armor, magic weapons and enchanted jems from the start of the game. Now im wearing heavy/ leather armor.... i hate that I have to do that till I can make my mage build.

cinder beacon
#

Feature Suggestion: Sales History & Market Statistics for Market Stalls:

I would like to suggest adding a sales history feature to the market stalls.
It would be very helpful to have a record of what items were sold, when they were sold, and for how much.
Additionally, having basic statistics (for example: total revenue per day or week, best-selling items, average price per item) would make trading much more transparent and strategic.
This would allow players to better understand market trends, adjust their pricing, and plan their production and sales more efficiently.

humble bobcat
#

I believe you have the opportunity to do something amazing with proximity voice. Do not miss this chance because people LOVE this feature. Make it very high quality. Make voice so that it has excellent sound effects to it, attenuation based on location, in the woods? Woods have muffled your voice through dense trees. By the water? Wind carries your voice across the water. In a valley and you scream? Make it bounce all over the valley with a delayed, long distance echo. In a cave? Bassy confined echoes off the rock walls, with a metallic, wet tinge. etc etc etc.

This could be a feature that is BELOVED if done right. DO not miss this opportunity. This game needs flavor added to it's features and this is one of them. People will log in, hear this, and instantly be immersed. Use some of that launch money to secure the tech and experiment with equalizing it. I also believe more of the games audio could be enhanced with long distance attenuation.

fringe lagoon
#

please add chests at each POI, its very disappointing to clear up POI and get nothing from it. If its balance wise then just reduce mob loot and put it in the chest at the end, it will feel more rewarding

mild carbon
#

PLEASE, let us change the chest names. It will be the best game changer now!!

stoic flicker
static token
#

It would be great if mastered skills didn't have such long crafting times anymore

vapid hound
#

Signs where you could add your own text would be super nice!

umbral garnet
#

Bring back UI scale it's ignoring having the pop up right in the middle of the screen blocking everything. Not everyone plays on ultre wide screens.

whole rover
#

I see that the market stall has info that says we can cancel the sale, but I don't see that option anywhere. Also, how do we cancel sales from others that are using our stall? I would like to see more info on all of the market stall options.

brittle minnow
#

Listing enchanted items is still bugged. Doesn't show it's enchanted or stat buff. So it just looks like arbitrarily charging more for the same item.

honest grove
#

Could you add a "family" permission set parallel to clan membership? I would like to be able to be part of a larger clan, but still share resources / construction permissions with my wife without making them available to every member.

agile mica
#

cotton being needed in huge quantities and spawning in one biome = merrie camping the wilds' drowned fields 🥲 either make it respawn faster or make it spawn somewhere else cuz merrie only has 2 spawn locations and yeah it's not great when it's needed in the same quantities as flax

marble glen
# agile mica cotton being needed in huge quantities and spawning in one biome = merrie campin...

Yes can we please rethink the respawn times on very limited items? We're literally out here fighting one another over cotton....

And a FOUR HOUR respawn on hops, another of the things that is needed in the highest quantities ingame, is just ridiculous, guys.

Come on, devs. We love your game. We've stuck with you when everyone else left, but you're driving people away by dragging things out to the point of absurdity.

I like grindy games. I enjoy the grind, and I even usually enjoy the grind of Pax Dei, but it's getting worse and worse and everyone keeps asking you to PLEASE let us enjoy this game, and instead you just keep taking the fun and turning it into tedium for the sake of "longevity."

Yes, people who play longer will generate you more revenue, but the way you're ignoring the needs of your players is only ensuring, again and again, that everyone walks away from it.

We need to actually feel like we can get somewhere, and past about level 20 or so on every single skill, you've made progress too slow to even be felt, gathering too tedious to be enjoyable, and you continue to go the opposite direction of what your entire player base is asking of you. That isn't how you keep players, that's how you kill a game. Again. And I'd have thought you did that enough times with this particular player base to kill this game for good or learn your lesson by now, so which one is it going to be?

We want to play. Please make it so that we can continue doing that. People will stay, but not because you forced them to gather for months or because you chained them to their crafting tables - players won't be chained and they leave games that are frustratingly tedious, but they STAY for the long term for games they actually feel their progress in, and my whole clan is quickly coming to the point that that isn't happening, and so my whole clan will end up wandering off to find something to play that is actually rewarding. Again.

Please give us more than a trickle of xp on goods that take thousands of mats that took hours upon hours to gather and are gone in less than a hundreth of the time it takes it to respawn. Please let things respawn in a reasonable amount of time, and add more spawn spots so the entire server doesn't have to race each other to everything as soon as it respawns. Please don't make people wait 2 hours for cotton or 4 hours for hops, or any other excessive amount of time on other mats, when everyone is standing around just waiting for the respawns in that ONE place because there isn't even enough for one PERSON on the whole map, let alone a whole server of people. Please stop making us fill up our bags with so much useless crap every time we mine or gather or hunt that we have to spend endless hours just throwing crap away that no one needs. Please stop making the crafting fail rates higher and higher so that now everything fails at about a 50% (or higher) rate, even on easy. Please stop making all our gear have so little durability that one repair pretty much means you have to waste hundreds to thousands of mats just to replace the things that broke, rather than even bother repairing it. Please stop nuking all player stats and gains from consumables, while also making NPCs heal so fast that it often isn't even literally possible to reduce their damage bars with a group of people hacking away at it. Please stop replacing mid to upper tier mats in every single biome with useless garbage (like rain lillies, that seem to have been intentionally used to replace all the cotton that used to spawn because you thought people would mistake it for cotton and wouldn't notice how horrifically you reduced cotton spawns)...

And side note, stop assuming we're idiots and won't even notice you've done all of this and more just to try to force people into playing longer. We aren't, in fact, idiots and we do, in fact, notice.

Please let us continue playing this game. We're literally begging you.

viral rampart
#

I Don't know if this is mentioned, but I post it anyways: is there a plan for a system of Flags and Banners similar to the Clan Tabard? So You can Have your Clan Symbols in you village/Castel/Town?

dreamy zodiac
#

One of these minor gripes I have is when you have an almost full inventory and you're harvesting items that have an incomplete stack but whatever you're picking up exceeds the full stack amount, the picked-up stack is just ejected onto the ground. Can we have it changed so that whatever's looted is added as much as possible to your inventory and the leftover amount is dropped?

kind pike
#

My concern after only playing for a little while is it appears the good resources are locked to the PvP zone. I would advise you to look at the game Dune Awakening. They did the same thing and it tore the community apart so the game is basically dead or dying a slow death. Don’t force people into PvP. I guarantee once people get to needing what’s in there and get ganked they will quit and never return. Same thing happened to Dune. Also get rid of the ptw 50% xp sub. It will prevent long term play

supple grail
#

Can we get an option to scrap made items for their base materials (maybe 40% return rate). I made a bunch of arrows for my bow and now i can make better arrows but I have all of these other arrows I have to use first??? Doesn't seem practical.

blazing chasm
#

Ultimately cooking and baking need a massive rework, there is no reason oat flower and wheat flower cant be made without a grain mill considering you unlock them so early on in baking and you cant get a grain mill till tier 3 tool with granite and level 21 carpentry and baking. yet you can make the dough at level 12 baking its all very easy and wheat dough will be moderate to easy before i even able to make the baking tools to make said items to make the bread itself. how is this even remotely a good idea? like its hard enough leveling cooking, baking, and charcutterie when you have to go to tier 3 and 4 zones just to get enochi, dapperlings etc to level cooking at level TEN! when other crafters are just leaving the bronze age to iron age yet cooking and baking is need Wrought iron and Steel if we are using blacksmithing terms to corelate. terrible system that seems like it was left this way for years and no one on the team decided to flush it out or listen to the players. if we could make these items prior baking and cooking would be much nicer. but no by the time you even make the damn grain mill all those recipe's are trivial to master and you are stuck doing the same thing again. making hard or very hard meals to level up and wasting food because oh look, all this stuff i unlocked at level 9 i couldnt use till LEVEL 21 cause the developers thought it was a good idea to lock it behind a item that requires granite a tier 3 item for tier 8 cooking. brilliant idea

fringe lagoon
humble bobcat
#

There is something terribly wrong with the performance for some users in this game. I have heavily benchmarked my pc and use advanced monitoring software like hwinfo64 and there is nothing wrong with my pc. I get very good frames in other similar UE5 titles like Dune Awakening as well. I have a 5060 ti, i5 12600k, 32gb of ram @ 3200mhz, and a WD Black 1tb nVME SSD(Very fast drive), yet somehow I regularly fall to like 15 fps and get stuck there. Memtest64 had no errors, I scored above average in Cinebench and Unigine Superposition(1080p Extreme), etc. It is very clear to me this issue is not on my end. Something is horribly broken with your frame gen implementation. Textures appear to never change regardless of setting selected. Changing graphics without restarting results in gradual fps loss and more. The game has some very real optimization issues that HAVE to be addressed. It doesn't seem to effect all users, but I have seen enough reports to know I am not alone. I don't expect above 60 at 1440p on highest settings necessarily, but I do expect above 60 at medium with 1080p and DLSS quality(which I should not need frankly), so please, do something. I should not have higher fps in star citizen. This game may have nice graphics, but the fidelity is not so high that these framerates I am getting are justifiable.

PS. Give us rain plz.

elfin steeple
#

RP/PVE player here.

Please we need mail. I wander through this world and see all the stunning buildings but have no way to leave a kind message to the people who live there. We are not all online at the same time.

I would like more peasant clothing. The meadow dress is the only peasant dress, the other ones are quite fancy. All peasant women can't wear green. It would be nice to have 2 variations of it with the same vibe.

I would love clothes for the crafting professions. I don't need buffs attached but it would be fair, and people would love that.

I would like the ability to carry a basket in my hand, please. Visiting the markets and towns would feel better this way.

serene lance
# blazing chasm Ultimately cooking and baking need a massive rework, there is no reason oat flow...

It is actually worse than that. Oats used to be in the wildlands only in EA, so it made sense as a later tier item. Granite was a lower tier item made higher tier and granite was removed from all crafting bench recipes bar grain mill. So they went from something that worked to something broken. Now just removing granite wont solve the issue as there is a more fundamental problem. To unlock Grain Mill as you said you need to be level 21 Carpentry which ok isn't great but not that difficult. The real killer is that to make oat floor for level 6 baking recipes you need to unlock Baking tools which, and this is madness, requires level 15 baking (it's a level 29 TWENTY NINE craft). So to craft level 6 recipes you need a tool that is level TWENTY NINE. That's simply broken.

A fix could be to allow millstones to grind oats and wheat but take ages eg: 2 hours per craft. Then rework the mill so it's accessible say 19, 20 or 21 baking and is much faster. That allows oats to be used early game, it gives a welcome boost to them when you finally get grain mill. It's these little things that give a dopamine hit of progress when you unlock grain mill, rather than a frustrating brick wall as it is now. Your aim should be players grind but get a reward later.

lone thicket
#

World bosses. Big bosses that needs many people to get down. But make it shared loot regardless of group. Dont want a wow wboss scenario

Secret rooms in dungeons, wolf caves etc. Not 100% always. But a chance that could be. Makes people explore.

Weather system thunder, rain, wind. So you feel it.

ornate lintel
#

fire is not in the right place

fringe lagoon
#

Crops in biome random distribution: instead of static crops spawns it would be more challenging, rewarding and interesting to have crops randomly distributed over biome. So logic is that every time crop group is collected and its respawn timer comes instead of regrowing in the same exact place it will find spawn position inside of the biome it was collected. This will also fix an issue where a lot of valuable crops are blocked by plots and buildings on it

sage isle
#

There is no guide to find loot. That’s fine with me, but not having enough tier 2 camps that drop blue level 10 gear is not. I can only find tier 2 inquisition camps. Please introduce more level 10 blue items… Wasted time going to all the zones in Lyonesse and several non PvP to find nothing new….

fresh nebula
#

Same as above.
I really really dont understand how a game like this, with years of development can miss something basic like this.

You have a trillion inquisitor camps with lvl 1s and lvl 2s etc.
You have 0 zebian camps with lvl 1s and lvl 2s. How are WE (the people who mostly play solo) suppose to get stuff like Worn Out Sigils?

Its a totally basic item for lvl 10 armors, but its impossible to get effectively.

I know atleast 5 other people who stopped playing, only because of this. Its crazy how this game have been launched, without this kind of basic thing. I dont get it.

slim crag
#

The blacksmith armourer is incredibly hard to level up, totally unbalanced respect to other crafting stations.. should be rebalanced

broken osprey
spare maple
#

i would love bulk crafting. e.g. when you unlock fine wood beam, you unlock a bulk craft for normal wood beams, etc. to speed up the process of crafting low tier resources. this also gives more of a feel of beeing better at a profession.

fringe hamlet
#

Can we large clan banners we can hang from castle walls?

Also, night time isnt really night time. Walking through a haunted forest at night should be scary. Make it where we have to use torches at night. Moon cycles? That way we have some bright nights and some dark nights.

Also enchanting….. why is there not a table for this? Be even better if maybe enchants could only be applied to certain jewels. Then a jewelcrafter could insert them into weapons,armor,jewelry.

AND CHICKENS !! We have to have chuckens

earnest mist
#

Why do you know that the experience is not distributed correctly on the main server, or rather it is not taken into account. But you're not doing anything? Are you fixing it on Arcadia but not fixing it based on? What the hell????????????

brisk folio
#

just a note: if certain items (decorative fashion? like sanguine/stormveil boots) are EXPECTED to not give XP, could you please let us know somehow? Instead of having to ponder if it is intended, or a server glitch, or something else

glad pulsar
#

The moon is too bright. It's like headlights on a car. It's even hard to see when you walk against the moon. Dim it down, make night more scary

plain imp
#

Low level jewelry recipes ought to use silver and gold, not wrought iron. Precious metals are supposed to be precious, but they are not worth much when only high level smiths can use them.

unborn arch
#

When will you fix the endless loading screen? I keep getting stuck on the Loading screen, and I can hear everything going on around my character, but I still get a black Loading screen. Only in Dolavon....

sacred lantern
# slim crag The blacksmith armourer is incredibly hard to level up, totally unbalanced respe...

I would say that leaving tailoring and leatherworking aside, all crafting professions are tedious and boring to level up after 15 rather than difficult. It's not difficult to repeat the grind loop of 2 hours of farming then 30 mins of crafting, but it's boring to do that 10 times just for a single level in early stages and it gets worse as you go up. That's why this gameplay only seems good for big clans since they'll have more gatherers, but it's horrible for smaller groups of 4-5 people if they want to focus on leveling more than one craft at the same time.

Fortunately the game doesn't have anything else to do right now, so there's no rush to level up your professions, but that doesn't excuse the boring loop the game currently has. At least they finally acknowledge it after months of insisting this is not the way and they're giving it a top priority on their "to do list"

daring flint
#

Please add these to the roadmap:

  1. possibility to make clan alliances (alliance being made also by multiple clans, not just 2)
  2. possibility to form groups with people that are not within your clan
  3. possiblity to trade to a character near you, both free transfer and sell things (so it would require the possibility to add gold coins in the transfer window, like it is in a box/chest)
quasi anchor
#

Important and needed ASAP

Fishing!
Breeding and raising animals!
Farming and cultivation!
Mounts and transport!

These are the basic things for any game that claims to be called an "MMO" project.

clear rain
#

Imagine if RTS player commanders controlled battalions of NPCs, and yet individuals could join the battalions and the commands of the RTS player would translate into waypoints and actions on the players HUD for them to obey or not.. (abusable yes, but could be incentivized) to be part of epic battles, and only a small percent were real First Person players..

humble bobcat
# quasi anchor Important and needed ASAP Fishing! Breeding and raising animals! Farming and cu...

It cannot be overstated that this, though I agree with at least getting feudal shrines in game first as long as it is coming along in a timely fashion, should be ALL of your goals. This is what will make pax dei great and any other priorities right now are going to be wastes of time, EXCEPT for maybe some general quality of life, bug fixing and server stability changes. The feudal shrines are already being worked on and planned for the next update so it would be silly to abandon that idea, finish it, but after that you need to kick it in to high gear on these 4 things. These things will add so much to the game on their own that it is undeniable how important they are. Animal husbandry should include horses as part of the same system.

fringe hamlet
# quasi anchor Important and needed ASAP Fishing! Breeding and raising animals! Farming and cu...

Im going to 100% agree with this! We need 🐓 chickens 🐓 for sure!!

Darker night time. For instance walking through a forest at night should be dark. Require a torch or maybe a potion. The moon is way too bright.

Weapons smithing is crazy. Two full inventories of impure iron to make 38 iron battleaxes is just a small tiny bit crazy. I appreciate the grind for sure but that is a bit much guys. Maybe get with a real life weapon smith.

cursive glade
#

Make the time gated benched like charcoal kiln etc. be accessible to everyone, you can put a restriction on it if you don't pick it up within a short time frame it becomes the property of the player who placed the bench

brisk folio
#

Please implement some kind of transaction log for market stalls. Notification-based or otherwise.

inner rover
#

I just crafted my first sets of Jewelry - but there were two items I didnt get any xp notification from. Is the XP broken? Iron Binf Circlet and Iron Oak Tiara. They dont provide any effects? no buffs? not even a small buff? kinda makes them pointless....

mint mist
#

can i just ask why in tailoring making cotton cord is lv 21 but silver thread that uses cotton cord is lv 17?

red flame
#

To support traveling and interaction waystation towns could be a really interesting aspect to consider, like maybe one near/in the wilderness or around them. As of right now venturing outside of my haven has to little benefit for the danger and time it takes to get there to and from my own distant home, a small town outside of a dungeon or things of this nature to fill the world with more than just unfriendly camps could be really cool, it could also be a place where guilds meet to do business in neutral land or where markets could be placed or even a bounty board for players to see what quests other might have placed. In general it could be a massive addition to the game boosting all its current and future updates and mechanics

quasi brook
wary pulsar
#

The ability to see your party/clan members on the compass would be nice.

formal moth
dreamy zodiac
#

Since launch there has been a constant problem with crafting stalling out and the only way to stop is to walk away. Sometimes I lose my materials if I have to walk away.

I don't know if it's just me or not though. If anyone else has this problem could you give this message a ❤️ if you have the same problem?

humble bobcat
#

Weird bug happened again. Traveling around, frames randomly drop to 15 fps and get stuck there permanently. This keeps happening and I cant figure it out. I am not thermal throttling. I have hwinfo64 open and everything is normal. I have benchmarked my pc many times with above average scores, it is not on my end.

I left it this way for like 20 minutes, diagnosing things, and after a bunch of alt tabbing it recovered? This seems to be the case that I can make the framerate recover by alt tabbing over and over or changing graphics settings. VRAM use is identical. System ram use identical. Temps identical. Every core clock speed identical. GPU clock identical. 20-30W more power use on cpu now that things are working.

I have 0 idea what is causing this, but no other game has this issue. Almost feels like the game is making my cpu enter a different c state.

fresh nebula
#

Very simple request, but requested by ALOT of us :

  • Put in level 1 and level 2 Zebian camps.
stark pagoda
#

Greetings,
A little suggestion of removing all trees spawns from where the plots are placed and instead allow players to place trees as decorative element instead of ever growing trees that grow even trough the ceilings, foundations.
Thanks for reading

grand lake
analog scroll
#

It would be quite helpful if the market stand filter would have a text search function. It's quite annoying to scroll through all items of a section.

forest lily
#

I know farming and farm animals are potentially coming in a future update. But to expand on that idea, how about more animals to make the world more dynamic;

Birds! Eagles that are rare, but if caught would give Eagle feathers for high level crafts.

Red kites and vultures. Red kites particularly were very common in medieval towns as they would clean up the scraps from swillbuckets. Vultures in scrubland and stonelands would circle carcasses or player death sites showing recent kill sites.

Geese for hunting. Congregate around lakes. Would also fly in V formations high above the map.

Various forest birds for ambient sounds and movement.

Mice and rats. Mice would just be small versions of rabbits. Rats could spawn around user plots. The more user plots in an area the more rats.

To solve the rat problem, also introduce cats! Serve as pets but also to keep rats under control.

And least but not finally dogs. Add dogs as pets. Could be different levels that allow rst catching, all the way up to hunting dogs that would help attack mobs and generally follow you around when on quests.

young flower
#

It would be helpfulif they enable crafting at least 5 or 10 units in recipes that are already mastered.

zenith vale
#

it would be REALLY good if we could be allowed to move at least chests...

agile mica
#

I understand that tiled floors is the endgame but 360 tiles per 3x3 when it takes 2h to cook 50 tiles (so 16h of baking per floor) is maybe a bit overkill? 🥲 it's also a huge cost of 100/100/100, and while I'm fine gathering mats, sand is needed for anything alchemy, and for lime mortar, so doing a 9x9 room (9 large tiled floors) is like 144h of baking, 7200 sand/coal/clay (and I'm not counting the lime mortar which is even more sand). I'm just not sure that's really balanced compared to any other building props. Yes I can divide the hours of baking with more kilns but that's a lot of clay, sand, and trees when compared to the granite foundations, or even the half-timber walls.

agile condor
#

I really enjoy the music which is great but i wish it would be possible to listen to it outside of the game because i would also listen to it while doing other stuff like reading, coding or so.

shell axle
#

The experience and loot bars in the middle of the screen are annoying. Previously, you could at least shrink the interface so they would appear at the bottom. Now that's not possible. Why are they in the middle? Isn't there a way to make the UI customizable? Also, it's necessary to customize the display of allies' health bars! When they're at full health, they shouldn't be there.

iron otter
# agile mica I understand that tiled floors is the endgame but 360 tiles per 3x3 when it take...

Id look at it more like: "what am I going to do once all the building is done?" May as well have one thing the group or you can slowly work on over a few months besides just grinding exp bars. (Ain't much else to do atm content wise)

Tho im sure they'll prlly fix it if its that bad. Since I agree with the premise that just making things 'slow to do' isnt content really. We've been saying since alpha that they need to focus on putting in fun activities over grind for grind sake. Or long travel that just wastes the players time, peeps got to many bills to pay these days to spend 1hr walking to a dungeon lol.

serene lance
# fresh nebula Same as above. I really really dont understand how a game like this, with years ...

Totally agree there is a missing gameplay loop of player enjoyment - when you hit level 10 you are excited to get new gear - then that turns to bitter disappointment that the new gear you grinded for is EXACTLY the same as the old attuned gear you were hoping to upgrade. You think ok lets get the new attuned gear and then another bitter disappointment that it's not possible to get that without major effort - or cheesing the mobs.

The game play loop should feel rewarding for the grind not soul crushingly disappointing. If every time you level up you get to wear improved gear even if that improvement is minor the player feels rewarded. There is a game play loop here of level up grind for new stuff to improve your gear making the grind worthwhile and feel like there's a point in continuing.

At present early on in the player experience you are telling them their efforts are wasted and there is no point as their is no upgrade, this is THE BEST WAY to kill player enthusiasm and get them to quit the game very early. Instead there should be meaningful but incremental progress so that each time you unlock it feels rewarding and worth continuing.

Ideally I'd like to see:

starter gear item power 100s (as now),
attuned item power 200s (as now),
level 10 gear - item power 300
level 10 attuned - item power 400,
level 20 gear - item power 500
level 20 attuned - item power 600,
level 30 gear - item power 700
level 30 attuned - item power 800,

So that each level up there's a small ramp up in power. Plus change a signficant number of the zebian camps (doesn't need to be all) to be T2 and T3 not T2 skull & T3 skull.
A small step up each time you get to craft something new so there is real point in reaching a new level and grinding to gather the mats for the new gear. That keeps the players engaged and wanting to keep subscribing. At present your design is utterly killing the players desire to keep playing.

worn cradle
#

Do something with the cotton, because this is not normal. Before V3-4, the meadows were full of cotton, now there are 250-300 pieces of cotton at least an hour. Joke.

hollow brook
#

I noticed that the lighting is dimmed than before release. I immediately noticed the difference with Hunters Chandelier - the room is a bit darker despite more than 4 of them in a room. This is so disappointing and I'm not alone in noticing this. Please revert to original brightness.

hearty bone
#

@DEVS! Please update players who are constantly crashing, seemingly those with amd hardware. The game is unplayable for many of us! This is a total failure and let down!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

grand lake
plain imp
#

Please provide more top-end construction items like the mosaic flooring that are both expensive and time consuming to make, but which allow wealthy and skilled groups to construct really opulent buildings. Some ideas:

  • Marble columns, statues, fountains
  • Furniture with precious metal inlays
  • High level tapestries with silver / gold thread embroidery
  • Carved wood panelling for walls
  • Gold and silver place settings for dining tables
  • Candelabras, hanging lanterns for walls, and other fancy lighting

This will not work if everyone can afford to put them in their own home. It should be something to aspire to, something to co-operate on.

humble bobcat
young hemlock
#

Developers I think it would be appreciated by the community if there was some sort of update to allow quick transfer and sorting of loot. My OCD needs to see it lined up in pretty rows

earnest field
#

Role: Clan leatherworker Item stacking... This same issue is most likely real with other professions as well. While levelling I need to craft tons of leather bands (+ strings). One stack of fine leather = one stack of medium top grain leather = 10 stacks of leather bands or strings. PLEASE change it that leather strings stack to 5000 and leather bands stack to 2000 so 1 stack of medium top grain leather = 1 stack of leather bands or strings. It requires absurd amounts of chests to store all those bands which are generated from LW levelling. I don't want to throw them away because they are needed by other professions when they level their stuff.

modest kindle
#

Also Highly Suggest if someone builds on Resource Nodes that it Respawns Somewhere Close by?

sterile scroll
formal moth
fleet basin
#

Useless hotkey translations need to be removed or made manageable.

Even without localization, hotkeys in the game are still translated, likely based on the operating system language. However, it's clear that players are accustomed to searching for English-language hotkeys on their keyboards, even if the keyboard is bilingual. This solution actually complicates the gaming experience, no matter how "useful" it may seem.

lone thicket
#

Open world Events. Lets say tons of Undead/skeletons starts to get up from the group and will start moving around the map killing people, or destory bases

Like RIFT MMORPGs rift system

wary pulsar
humble bobcat
# candid kestrel This happens to me also.

Severe framerate loss still occurring periodically requiring a restart. Happens when I have over 400mb of vram left so it isn't that. I am really getting bothered by it. As I mentioned before, not thermal throttling, clock speeds high, etc, etc. It is on the games end.

fringe lagoon
#

Make so no strangers can use your craft stations and open doors on your plot without permission.

marble musk
#

Good evening.

I want to invite more people to my guild, but my doors cant even be locked? anybody can access my chests if they are in the clan, and the chests are set to clan.

I'd rather have a permission system based on Villager, Clan, Private, Elder.

That way i can set my chests to Villagers for my village use, clan for my clan use, elder for my trusted villagers use and private for my own (or add friends by name!)

I'd also like the ability to set who can build/restroy on my plot, to clan, villager, freind, private.

Right now, is there really no way to lock doors?

formal moth
novel kite
#

Please give us an recipe to make more gneiss/limestone to more sand. Atm its 10 to 10 and if you need tons of sand it takes a lot of time. Maybe 50 to 50?

iron otter
wary pulsar
normal mulch
#

After all the complaints about mass items and how they need to be stored/thrown away from leveling up crafting skills, I'd like to propose a switch in xp gain for crafting.
For non-trivial crafts give the current high XP number (for succeeding) on fails, and the current low XP number (for failing) to succesful crafts. This might require some balancing in the succes/fail chance because I don't think very easy and very hard have the same fail/succes chance. Being succesful in your craft means you get an item as reward, not the xp.
With this setup you'll encourage people to try harder crafts, and thus removing raw materials from the economy from failing a lot, instead of having a huge amount of items to be stored. It might even make visiting busy villages less choppy due to less items stored in chests.

brisk grotto
#

Some mobs/bosses in caves spawn in walls....and cannot be killed

lone thicket
#

A home recall / teleport back to base you can use once every hour or so

graceful robin
#
  1. PvP needs anti-zerg mechanic so it will flaten a bit disproportion between groups. Current meta is to bring more people and spam. My suggestion is to implement this mechanic by reducing defensive (debuff) on the group that is on the Lyonesse zone once they are above for example 6 (max size of the group), that 7th person should start adding debuff to whole group and every next person means more and more % debuff. With this solution zergs would like to fight another zergs instead of harassing single players which would not be able to win anyway but atleast smaller groups would have chance to throw damage on mega zerga.
  2. When guild have more than 6 players on Lyonesse that 7th person should make some sort of blob or pulse to show the group globally on the map so all PvP groups would have less trouble of finding content.

Mechanics I'm talking about are standard in every serious and healthy ZvZ game with full loot. Without them big groups will kill Lyonesse which can cause damage to the game itself. Zergs that are already playing Pax Dei will cry about this change because they are planning to kill competition so watch out with feedback in this matter.

digital fractal
#

Hey, I wanted to ask what you think about decorations for Samhain now, or for Beltaine in the spring? Whether we shouldn't suggest something like that as a community, for example, building a BIG bonfire and saying, okay, let's meet up for Samhain and celebrate with wine, women and song in the game. Decorations, definitely more decorations, like a witch's broom and turnip ghosts (pumpkin faces). In my humble opinion, Pax needs something like that to advance the RP in the game. What do you think?

split nimbus
#

So I know there's talk of the crafting xp displaying incorrectly but after hanging out and mathing a bit with screenshots. It isn't simply displaying wrong. It isn't actually adding properly.
From what I can tell as a 15 miner.
I have 15702/16000 I mine. I get +69 xp 23 from sub.
Next gain I have 15725/16000 after getting +69 xp 23 from sub again.
Now I have 15748/16000 after getting +69 xp 23 from sub again.
Now there's a clear pattern there. Where it is clearly ONLY adding the sub bonus to my xp total after each thing. It isn't just display, if it were, the proper value would show up by the next mining gain. So. Not. Display. Only.
This also happens crafting, logging, etc.
So being subbed is actually the worst way to level. Which is Awesome as a founder cause I can't undo it for months to come now.

ETA: #┃screenshots message #1432365977567232231 message For the sake of screens and testing and showing this is just blatantly wrong.

ember crescent
gilded veldt
#

It’s seems the sweet plum tree do not bare fruit like their apple tree cousins. But there were plenty of grapes in the region to satisfy my empty spot. ( picked 2 different ones twice and they vanished without bearing fruit)

sage stone
#

Last night we had 2 full groups running through Absterium for almost two hours. In that time, we cleared the named spawns multiple times. And that whole time, we found a total of 1 (!) named mob. It continues to disappoint and make dungeons a useless idea until there is a large enough population to conitinually have all dungeons populated at all times (which won't happen.) We need either better chances to have named mobs spawn, either with 2 placeholders as before, or higher % rates for each spawn, as well as allowing them to spawn when the initial dungeon populates.
When this change occurred in Verse 3 to the current state, it destroyed all interest in PvE for multiple clans, including my own. I don't want that to happen again.

honest grove
#

Could you consider adding a parallel "Family" permission level alongside Clan? This would allow chests to be set to Private for purposes of general Clan access, but still be accessible to a spouse or child; on the Plot side, Family could retain build or use options while Clan members were restricted.

humble bobcat
#

5060 ti still runninig 100% load, no thermal throttling, 180watts at full load, 7600mb vram usage, 3030mhz clock speed, 15-40 fps and stuck. it will randomly fall into this state after a few minutes at 90 fps. CPU falls to like 9% when this happens, also not thermal throttling. Please devs, fix this. No other games do this and I score higher than average in benchmarks like Superposition, Cinebench, etc.

5060 ti, i5 12600k, 32gb of ram @ 3200mhz, and a WD Black 1tb nVME SSD

PS. Add birds to the world. Games without any visual birds make forests feel stale. You NEED birds, even basic, very simple ones that can't be shot with a bow and are mostly for effect would go a LONG way to bring the forest to life.

iron otter
# sage stone Last night we had 2 full groups running through Absterium for almost two hours. ...

Yeah I dont understand why they dont just make it so named always respawns but it has a higher drop rate of fuel relics and lower drop rate of the main relic that unlocks the craft. Bosses are fun to kill its kinda the point of going in a dungeon.

The only reason I can sort of think of is to avoid people standing in the boss spawn room and killing over and over and hogging the boss. But people will do that anyway if they want it badly enough.

teal olive
#
  1. Mounts 2. Wagons/carts 3. Fishing 4. Boats 5. Water with a current for sailing
cunning mauve
#

I´m concerned that those who cannot play due to release-related crashes will just have half a month less of plot ownership, which they paid for. Will Mainframe do somehing about this? Thanks for reading

fleet basin
#

For two days now, it's been impossible to play anywhere except Heartlands in EU/Kerys/Dolavon.
Terrible lag, preventing me from even walking or casting a teleport home. Today's restart hasn't changed anything about this issue pxdeyebleed

sacred lantern
#

Premium status needs to be more transparent. We know what it gives us, but we don't know how long we still have left or if the time stacks when we buy a sub when we already have the first month premium active. I've had several new clan members wondering that bought the subscription but they didn't know if the 30 days count starts when they bought it or if it will start when the current premium ends. So my question is: Does premium stack? or does it just refresh the 30 days timer when you subscribe?

plain imp
#

I would suggest that you never display the message "Your possessions cannot be stolen here."
It is almost never news to the player, and it reads a little odd.
Rather like those little towns in America, with the road signs saying "Welcome to Durham. City of Medicine" except that not getting your stuff stolen isn't much of a selling point

slow gull
#

Consumables need a full rework. HP potions are basically pointless and all food is shadowed by both types of grapes until you hit like 35 cooking. Defense mods on food are too weak to make it worth trading off the massive HP and Stam of grapes which you can pick 5000 of in an hour

stark sky
#

You should tell what lvl of gear other players have by looking at them. My idea is to change look a little bit with color highlights (like in albion)

fossil fossil
#

Can we please remove or significantly reduce the buzzing that beehives generate. It literally sounds like a swarm on my plot and I put them on the third floor of my place hoping it would be enough distance.

little shell
#

we need goats, found none in llydaw or retz. and we need thousands and thousands of wool to lvl up.

fossil locust
#

Improvement suggestion

Please add a potion at low levels that makes materials like berries and grasses within a 20-30m radius glow, making them easier to collect. It's currently difficult to find these. This often results in the 30-minute buff being lost for nothing.

barren zenith
#

UI NamePlates for Healers

it be nice if name plates of party members could be turned on or of by viewer
and as in the situation of party's, moveable away from the player
this would help the healers , esp if the could use the name plate to heal with rather than F keys just click on name plate

Players UI
as its been asked by a few over the last few months
can we have control over our own players UI
we can turn on and off the compass feature already , can we also now have the ability to move it on the screen to where we as the player find it suitable for our playstyle as well as the ability to enlarge it or shrink it as per the players requirements
as too the discord chat , can we now have the QoL to be able to turn this function on and off , move it to desired places on the screen as well as scale its display box size with also the function to scale its font size and make it more translucent or solid in visual
this should for the player be a QoL function with the other UI display boxes on screen from drops to health stamina and spirit bars , party members individually with members only seeing their details in the party display and not on the playing alt as well , and also the hot bar
with the ability to move these or turn off these as player required as well as adjust their sizes

Permissions
Clans and Player , Alliances and Feudal houses going forward are going to from the first day of launch are going to need restructured permissions
the ability to allow a friend or another player or another clan the permission to use set benches , mass crafters even build options on a plot or chest access as well as adding another tier or two to the clan permissions like villager , tho it would be a great advantage for most i feel if the roles to be added to the permissions system and the ability to use at an individual item level on a plot be it clan of solo private would be
an Allies permission and a Feudal House permission for feudal
a Merchants permission for clans and feudal
and these for clans and solo players
a Friend of plot owners permission
a clan Peasant permission bellow the three there now
and a Clan Serfs permission bellow Peasant being the lowest of the clan permissions

***Monetization ***
with the Sub system now laid out and the 4 tiers of Subs we can have
as the plotless can it be assumed that for token buyers the premium part will be able to be dropped when no longer needed if the player wants
as the Token releases a plots ability to be placed in the world from an account , the ability to have use of more tokens on an account instead of multipool accounts needing the unneeded premium part of the Sub for players still wishing to pay and place more plots
the ability to purchase more tokens per time as well as being able to purchase a 3 , 6 or 12 month sub options
and the ability to offer a friend or clan member a token as required to help keep the plot there if they can keep playing but for reasons are unable to pay for a period

deft tendon
#

Pllease add player state monitoring, Vector position monitoring to auto ban the speed hackers and warp hackers, this should be implemented server side

uneven marsh
#

Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash Crash Crash Crash...desktop Crash

AMD Ryzen 9800X3D RX9070 XT, 32gb Gskill DDR5. 2tb M.2 NVME drive.

The crashes are sooooo frequent. Uninstalled, reinstalled. Shader cache deleted and refreshed, ocassional Memory leaks.. I can watch memory use just climbing and climbing to crash, other times no explanation... Normal CPU/GPU temps. Reading STEAM and the various forums this is an Known issue with AMD hardware. as a side note sometimes it will crash with an error ATIxxx.dll in EasyAnticheat. Tickets in ... maybe this will generate notice too.

serene lance
# marble musk Good evening. I want to invite more people to my guild, but my doors cant even ...

Chests can currently be set to private, public, clan, clan elders, clan alderman. Same with plots. Locking doors could lead to griefing.

I agree that expanding this current system to include friends and adding a friends list would be welcome. Probably also the opposite may be useful too. Ie: anyone on your ban list shouldn’t be able to access your stuff set to public. As it could be the reason you banned them was because they were abusing your public chests eg: filling them up with random stuff.

grave blade
wanton needle
#

Perhaps I’ve missed something, but I’m genuinely surprised that the game still doesn’t have a sales history showing what was bought from me, by whom, when, and at what price. What’s more, it’s not even listed among the upcoming features. Yet the server obviously has to know who bought what, when, and for how much — otherwise the exchange couldn’t function at all. So it turns out that for over a year we’ve simply not been shown this information, which makes trading significantly harder.

verbal ermine
#

bring back upper and lower armor parts it gave us so mutch more option on customization on how our character look and it could give more options on tweeking build stats

tropic bolt
#

When you bring dueling in please can the 'challenge' emote be a slap round the face with a glove?

10/10 would be great for game 😄 hehe

grand lake
vague cove
honest grove
wary pulsar
#

Something I'd love to see is the ability to move items without having to destroy them and remake them, this would be particularly useful for moving chests full of materials

young ibex
clear pasture
#

Buy orders seems like a must have if players are supposed to buy and sell with each other

plain imp
#

No mention of this on the to-do list:

  • We need to be able to cancel a timed craft - smelting, burning, cooking - that has not yet started, and get the materials back.

Whether or not that can be done, or will be done...

  • We need to be able to change the order of queued crafts that have not yet started.
onyx kindle
narrow patio
#

Loot system has to be redone to be shared loot as most other games do. To have to spend time splitting gold and loot items that a master looter, looted, is beyond archaic. Even games created decades ago have a shared loot system. Every involved in the kill gets loot from the mob, whether that be a share of 4 gold, and/or a random item. When it comes to bosses, one lucky person gets a sigil, gold split when looting the boss. Same as done in dozens of other games... Just saying.

sacred lantern
#

Why not, instead of allowing us to repair everything in any table, you let us create a repair table and remove the option to repair from all crafting tables?

humble bobcat
#

Still dropping frames over time. The fact my gpu is at 100 utilization even at 1080p on ultra performance dlss is fishy af. Something is going on with the game. As I have stated before, I have benchmarked my entire pc with above average scores on cinebench, uningine superposition and others and I passed memtest64 np. I am not thermal throttling, etc, etc. This is on the games end. 5060 ti, i5 12600kf, 32gb DDR4 3200mhz, 1tb WDBLACK nVME SSD.

To clarify, no other games have this issue.

final gust
#

i love this game, but the crafting system is a little ridiculous. I have played many games similar to this. Why for each bench you have to focus on one item and make literally 1000 of an item to level it up. There needs to be some variety for items that are worth crafting. I shouldnt have to make a million iron skinning knives in order to get to wrought iron tools.

fleet basin
dawn ferry
#

Can we get rid of the "Free pax dei" popups on the login screen and when you login the game.. I've already given the key out, and it still shows it on each account I own.(that had a key)

mint hatch
#

dandelions needs to be more its not very much the data base showe more than its really there

molten anchor
#

You may already be aware of this but my cursor is active outside of the game while I am in full screen mode and when I click to attack or do something it alt tabs me out of the game.

wary pulsar
formal moth
ornate lintel
lost nest
#

Any ways to fix structures from going trough floors??

uneven marsh
golden island
#

Clanmates reported Black Screen of Death today at startup after server reboot, they verified files which didn’t fix it, game eventually did launch successfully with no known fix (multiple restart tries). I just got kicked (crashed) and now also have the black SOD at launch and game is not starting (despite Verifying files and rebooting computer twice now). Is this a thing - never happened during all of EA (and my machine far exceeds recommended spec)

verbal ermine
opaque gust
#

add tanks and a battlepass

novel kite
ember crescent
worn cradle
#

I woke up early this morning and went through the Nones Swamp in Innis-Gallia for Cotton.

The situation with Cotton is deplorable.

I don't know if it's a bug or a feature that Rain Lily is everywhere instead of Cotton, but the fact that I can collect 207 cottons without grace after about 45 minutes of walking is kind of gross. And it takes about 40,000 for the profession. This is a very big problem. I understand that Rain Lily is needed for some L3 armor, but I think Cotton is much more important.

I would suggest that everywhere where there is reeds and clay, there should be Cotton. Or instead of Rain Lily, at least Cotton should be in the home petras, if not in the flooded, swampy areas. But something needs to be done about this situation, especially since the cotton spawn time is also high.

split nimbus
#

I'm inclined to say that about a number of mats. Bee balm is another nightmare to find. I got one patch yesterday, and by one patch, I mean 1 plant in a spot. 3 balm total for a day of walking about.
I mean, I'm all for rare, but not if the rare things are also core craft items.

solemn fossil
#

Is there any plans of increasing the damage from the mace a bit? It's horrible in comparison to a sword.
Me and other Players are enjoying play as a "real" tank ... but at this state, it´s not a fun way to level.

gilded mica
#

Sorry if it has been mentioned before:

Can we kindly get roman numbers from 1-5 as signs for our chest management?

broken osprey
dawn ferry
ember crescent
twin tide
#

Fixing the craft all button from freezeing after 1-10 crafts would be great didnt happen until last patch

neat iris
#

Suggestion: Crafting System Improvements (Armor, Tools, Weapons)

As has been mentioned several times before, the current crafting system for items like armor, tools, and weapons is, let’s say, a bit unfortunate in its design.

The problem:
Skill gain comes almost entirely from quantity over quality, combined with high fail rates. This means players have to mass-produce countless low-value items just to level up.

Suggestion:
There should be a small percentage chance to craft items of higher quality tiers. For example:

2% chance for green quality

1% chance for blue quality

0.1% chance for red (rare) quality

These quality levels could slightly improve stats and durability, and for the highest tier, the item could even display the crafter’s name as a personal signature or dedication.

The benefit:
This would make the crafting grind feel much more meaningful. Among the hundreds or even thousands of identical items you currently need to craft just to gain a few levels, you’d occasionally have a moment of genuine achievement.

It would also give crafted gear real market value, rather than being nothing more than spammed junk used to grind experience.

If I have to craft 1,000 knives just to gain two levels, I obviously can’t sell them for any decent price. But with a system that rewards quality and rarity, crafting would become both more engaging and economically relevant.

opaque gust
thin mason
#

Just want that more complex recipes should not be easier than more simple, especially components of the first recipe

sacred lantern
# neat iris Suggestion: Crafting System Improvements (Armor, Tools, Weapons) As has been me...

Agree. and that affects the market as well. I've got several people telling me that I'm bleeding the competence in the market by selling my Wrought Iron Chopping Axes for 70 gold. They say they should be more expensive because it's a "high tier tool" and it takes too much effort to make... I'm sorry, but it's not my problem that I have to fill 3 boxes just to get one level. We all saw this problem coming in Early Access and we gave a lot of feedback about it. I was told by some "seers" that there wouldn't be that many people focusing in crafting so we wouldn't have that many surplus of tools/gear, but well, we all see how it is now.
It sucks? maybe, but it's the downside of the game Mainframe is trying to create. They want to make a slow and grindy game. With this kind of game, there's no middle end, either we have to craft 1000 items to level up, or we max our skills in one week. And I think maxing everything out in one week is not a good option as we would have nothing to do in just a few dozen hours

zenith vale
#

it could easily be solved if we instead were allowed to dismantle things we've made into materials again.. say get back 50% (or less, make it as random as crafting - maybe we accidently destroy the item in the process)

plain imp
#

Decrease the XP awarded for easy and medium crafts. Increase the XP for hard and very hard crafts, even if you fail.
Players will stop churning out thousands of items, and will happily fail to churn out hundreds of items.

humble bobcat
fleet basin
# fleet basin For three days now, it's been impossible to play anywhere except Heartlands in E...

Fourth day of trying to get out of Heartland and into the Wildlands. We managed to get out today, but after that, we simply disconnected and were thrown back to the menu. After a long reconnect, we were falling endlessly from the sky. I don't know when my teammate and I will be able to continue the game or even get back to Heartland pxdburn
It felt like the servers were doing much better in all the early tests.

EU - Kerys - Dolavon

shadow lily
#

Quick feedback for the Oct cycle:

The current economy state is about as expected. Coin is in short supply but is starting to flow a little better. However, pricing and market availability is suffering from “how much should I post this for” and “what should I post” syndrome.

I know I’m a broken record, but market logs and buy orders are needed sooner than later. These should not be delayed as part of some dedicated economy patch. They are essential to get gold to those without it and let players tell crafters/gatherers what they are willing to pay.

Your dedicated economy patch should be retooling skills so that not everyone can max out everything OR adding account level specialization to make things meaningfully better.

Without specialization or limiting who can craft what, the only items of true value will be gathered resources and time gated resources.

full sorrel
#

No idea if this helps, but I just logged in, wanted to go into the Wildland, and got a message saying “Connection interrupted.” Then I get kicked out, reload, see myself falling through the world for a second, get another loading screen – and then nothing happens.

After that, I logged in with a second account and went to the same spot. The character stayed in the game but could barely move forward.

With the second account, I can see my main character on the map, but he’s not actually there. Also, my second account can hardly move in the Wildland – it’s so laggy. I recorded the whole thing with the second character.

EDIT:
After about 30 minutes, the main character is now in the game and has been teleported to a shrine.

EDIT2:
For the last 10-15 minutes or so, it has been running without any problems (at least when running from A to B).
is is in Germany now 23:50

raw aspen
#

I have only two few sugestions.
Add 1. Most imortant is to rework that usesles Tier system of gear And NPC because the progress is Like nothing.. Party of 6 players can clear the Best Dungeon in Tier 1 bronze gear.. Ther should be a huge boost between tiers And As well between Npc its to easy now And looks terrible.. Not that they Just have more ho And little bit of dmg There have to be big difference between Npc lvls And As well between gear.. Not mention that i deal to boar 20 dmg And the boar deal to me 100+ dmg.
Which leads me to Dungeons where bosses are Just little bit stronger Npc without anything special Like There is no progress on them no attack And special attack paterns..
And As well will be good when they drop some Sigils that that item especially weapons have something special on them Like in Verse 1 fire or poison extra dmg at least. Not that its Just a better but same weapon. There is so big lack of progress And motivation for ppl to keep playing As long As possible. 😏

Add 2. You Should change crafting instead of a lot of crafts to reach next lvl And drop a lot of stuff to ground make the items more expensive but no need to make hundrets of craft which are useless.. Make the stuff more valuable And usefull.

Those are Just most important things we keep in our minds.. The rest are Just little things you can live with.. But this is crucial for future. 👍

zenith siren
vague rune
#

Can we have a Channel devoted by server for rental properties. Yes, I know of the website. I just thought it might be good to have something here.

little shell
hearty bone
#

The game is basically unplayable, I have a 7900xtx and crash constantly, Devs need to address this issue! This is deeply disappointing considering I was a founder and cant play the game.

humble bobcat
wide kayak
#

Can We Get A Recipe in Kilns To Make Charcoal Out of Meat Chunks? Even If Its 50 chunks For 10 Charcoal, It Would Be Better Than Despawning Boxes Of It....

tacit ibex
#

I am enjoying my return, and I am happy that 1.0 has finally released. But here's a few things that I would like to address.

Feedback

Hud behaviour:
This bug happened during early access, too:
When crossing a border, the food buff timers on the HUD bug out.

Exp notification:
The exp notification in the middle of the screen can be a bit of a visual obstacle.

NPC behaviour:
The de-aggro in some animals is a bit too aggressive. We had an instance where a group of us were on the ground fighting a bear and just before its hp was down to 0, it generated its health. The bear had only moved a few meters away from its spawn and none of us were standing on an obstacle.

Suggestions

Daily login multiplier:
It would be nice to have a daily login multiplier for signing in for a consecutive amount of days. For example
day 1. 15 grace
day 2. 20 grace
day 3. 20 grace + 5 gold
day 4. 20 grace + 10 gold
day 5 , 6, 7 etc

This multiplier would reset either if the player had missed a day or if the week ends.

Player owned quest boards:
Because there are no quests in the game and is mostly player driven. What if there was a way to create quests/deliveries? Let's say something that does the opposite of a market stall, instead of handing over gold coins for an item, why not deliver and hand over items for gold coins? Have a craftable noticeboard/quest board where the player can place a quest/order, for example a quest for a delivery of 50 sapwood for 10 gold coins. Just like the market stall, a player can interact with this board and if they have the correct items and quantity, they'd click on the quest, confirm and deliver the items, and in exchange will get their 10 gold.

But that's if from me, for now. I really enjoy this game and I am excited to see it grow further. pxdheart

sturdy night
#

I think that exp from crafting is incorrect gained.
this look like i get exp only from premium bonus and base exp is not added

earnest field
#

Reduce Mastered, trivial etc crafting times to minimum, like 0.2-0.5s or something. It takes far too long to create 400 nubuck leathers for example as 30+ leatherworker. Nubucks are then turned into coarse leather bands for other professions. Won't be turning all 400 because then I would need like a wall of chests... because stacking needs some love.

uneven marsh
crimson folio
#

The quick list:
Let. Us. Swim. (no, really)
Grace needs to recharge faster and/or cost less.
Amen.

worldly plaza
#

Interested in why cool downs reset on equip. For some reason, when my stam pool runs out while gathering, im left with the tool equip, rather than switching back to my weapons. This is fine until you get catch random aggro and need to manually equip weapns.... and wait for the GC to run out. GC on cast, not on equip.

And to the above comment, why do you completely exhaust and drown after like 1 minute of swimming. Way out of balance

The stamina pool, in general, feels like an after thought. Your leveling is gated by the grind, your storage capacity of your bag, and degradation of tool... the stamina gate , IMO, is unnecessary and punitive.

Wood, gathers in stacks of 50, gets converted to coal in stacks of 25, finished stacks of coal are 100. Why are they not the same value throughout the process? silo'd workforce or intentional?

humble bobcat
plain imp
#

By all means allow players to swim realistic distances, provided they are wearing no clothing. Light armor or RP clothes should cut the maximum distance you can swim by a factor of 2, medium armor by a factor of 4, and heavy by a factor of 10. If you can swim less far in plate mail than you can under the current rules, it's probably about right.

sacred lantern
#

if you're gonna create FOMO giving us daily grace every day, at least do it right. 15 grace at daily reset doesn't seem quite right when we can't even use one single blessing with that. So either give us at least 20 grace daily or remove that from the game and lower the price of grace (it's way too expensive, tbh). Yes, I know balance in this kind of games is really difficult because the difference between "fair" and "rip-off" is very hard to calculate, but you made grace too expensive in 1.0 (60 grace with premium for 140 gold) and even reduced the time the blessing is active in half... This, due to the lack of spawns and the time it takes for them to reswpawn makes farming a nightmare when more than 3 different people are looking for the same mats in the same area

acoustic silo
#

I'd like a keybind for, when building, build a copy of the thing you have targeted. It'd save a lot of time traversing menus

serene lance
#

Alchemy potions need a lot of love. At present the starter level shirt gives a bigger heal over a shorter time than the tier 3 potions. So currently it's largely meaningless to level alchemy. Indeed it's actually easier to take a healing chest piece with you and swap out the gear and heal than it is to rely on potions. Even having a healing staff and swapping out your weapon with the 20s cooldown each way (40s total) is better than using a potion. Given the potion cooldown lengths I'd be looking for at least a doubling of potion strengths probably 5 to 10 times the strength. The current values are laughably bad.

For example: a level 10 chest piece heal is 1049 health over time. A similar level 2 potion is 12 health/sec over 12 seconds so a total of 144 health. The chest piece heal is 7 times better. Now granted the chest piece heal is out of combat but the potion heal is so low - less than what you get hit by the lowest type of boar it's not even worth taking the time in combat to heal that tiny amount.

It would make sense for instance to have the heal in combat be say 50 health/sec over 12 seconds for 600 health and say 100 health/sec over 12 seconds for 1200 health out of combat. That would at least make stopping to take a health potion worth the risk of losing damage. Apologies if I've miscalculated how the ticking of potion health works and it's tick ever other second or something regardless potion healing is SUPER low at present.

dusky chasm
#

Subject: Honest Feedback from a New Player (and Streamer)

Hey Pax Dei Team,

I joined Pax Dei through Game Pass and have been playing with two of my friends. The world is incredibly immersive and has so much potential for growth. As a former RuneScape fan, this game brought back a lot of nostalgia for us — it’s what initially drew us in.

I’m also a small streamer on Twitch and TikTok (SpycyNinja — check me out, haha). During my streams, over a thousand people have stopped by asking questions about Pax Dei, and nearly all of them commented on how beautiful and expansive the game looks. However, there are two major issues that I think are discouraging potential players from sticking around.

  1. The Plot Token System
    There was no clear disclaimer explaining that my plot token from the Game Pass bonus would expire after a month — meaning I’d lose everything I built if I didn’t renew it. Every other game with a similar system bases plot retention on activity, not a subscription timer, so I assumed it would reset with playtime. I only learned the truth when another player told me in chat.

This system feels misleading and has been the main reason my friends and I are stepping away from Pax Dei for now. There’s a massive market for a game like this, and I haven’t met anyone who doesn’t love the concept — until they find out how the land system works. I’d challenge you to think about it from a player’s perspective: titles like Minecraft, GTA V, and COD all offer lifetime access for a fraction of the price. It’s hard to justify paying a subscription just to keep what you’ve built.

A simple fix could be:

Make the first plot free and only reclaim it for inactivity, not for lack of payment.

Keep additional plots as a paid feature.
This would massively improve player retention and community growth. After all, pay-to-win doesn’t mean much if there’s no one left to play against.

deft tendon
#

We need Wall Sconces other than founders sconces, thats kinda bogus

novel sage
#

If you buy a premium subscription with a plot and then later upgrade to a higher tier with more plots it only gives you the difference in plot tokens and updates the date of your subscription.... is this not going to cause a problem when your plot then expires but your updated higher tier hasnt paid out its tokens yet becuase of the new (later) subscription date???

ebon steeple
#

PVP zones should have a grace period where you're invisible to other players, discouraging big groups from camping inexperienced players in the spawn location, or better yet, spawn players in random locations so that they can't be camped before they even enter the PVP zone.

sudden grove
#

Merge all 15 armor skills into 3 skills only: light, medium and heavy. Increase exp needed for lvlup by 6x, but every piece of gear contributes to the exp. Example: person with 6 pieces of heavy armor will still get same exp to heavy armor.

Instead 15 skills we can have 3, windows is better readable and there is space for more skills, like for gathering. We need skill for gathering. And for every 10lvls it should increase gathering yield 25-50%.

plain imp
#

When crafting with named relics, it would be very nice to have an increased chance of recovering the relic intact, in the event that the craft fails.

humble bobcat
#

Performance issues still occurring, randomly fps drops and never recovers. Cycling graphics settings, alt tabbing(sometimes doesn't work) and restarting the game(guaranteed) fixes it. Not thermal throttling, ram and vram are not full, wattage drops as normal when fps drops on gpu. 100% GPU load, 10% cpu load. Other games do not do this. I have benchmarked pc many times over with above average scores on cinebench, unigine superposition, etc. Passed memtest64 multiple times with no errors. It is not on my end. Graphics settings don't matter, issue always happens.

i5 12600k, 5060 ti, 32gb RAM, 1TB nVME(WDBLACK) SSD.

Other users have reported the exact same issue, requiring a restart to fix it, and I really hope we get a fix soon. We need more control of graphics settings in game and some settings need lower options as they remain too high on low, unnecessarily.

Hitching while running occurs when streaming distance is set to high even if fps remains high(not accounting for the bug that makes fps fall and never recover, this setting has no bearing on that.)

Make FSR frame gen available while using DLSS. It is possible, I have seen it done in other games.

EXTRA SUGGESTIONS - UNRELATED:

  1. Around our plots we should have a radius in which if someone wants to place a plot, they have to submit a request to us, acting as a pop up in our notification log. People are getting trolled and boxed in by others which severely hampers their ability to expand. One person I know placed 3 of their 4 and someone came and ruined their entire build, blocking them from placing their 4th plot. This radius should be big enough to allow us to always extend at least 1 extra plot in any direction, if not more.

  2. I also seem to agree at this point that providing 1 plot to each owner of the game a month would probably be ideal, most want to build bigger than that anyway. It would help retain players for sure.

  3. Focus on adding mounts. Then animal husbandry, farming, and finally fishing.

lunar flame
#

First off, thank you for the game. It is fantastic and I am enjoying it so far.

Two points, my character model is consistently glitching out. When I log in everything is fine, but the first time I pull my sword and shield my character goes into a combat stance and never recovers. I have tried emotes, sitting, jumping, I am locked into combat stance until I log out.

Secondly, a suggestion. It seems the game heavily punishes later game skill development by nerfing failure XP into the toilet. The XP gain for failed manufacturing is less than 10% of what was expected. Possibly increase that to 20% or 30% so the game doesn't become mining for hours only to burn them trying to build my armoring skill by 1 level.

opaque thistle
#

PvP combat enchantment

Your current combat is oscillating around spam attacks, which works fine for NPC fighting, but not for Player vs Player. Your combat has weapon spells, but they are grounded, basic, normal, they aren't flashy nor dashy. The spells are, at some point, just strong attacks, which create an opportunity for the implementation of a simple yet magnificent mechanic for attack blocking, which is usable in directional combat style games, such as Chivalry, Gloria Victis, and Renown.

Those games made blocking an important feature by adding a simple rule to it. Whenever you block an incoming enemy attack, the enemy can not perform another attack just after; he needs to wait a bit until he can perform another one. This creates a space for a counterattack. The period in between is short, yet very crucial, important, and it's changing the combat dynamic. With such a feature, combat instantly turns from spams into skill-based, turn-based, tactical-based. Those things make combat more involving, more interesting to explore, and dig in. On top of that, you could slow down the attacks a bit to decrease the attack spam effect.

Such a thing is a potential feature which can attract a different kind of players. Players who strive for a good, solid, skill-based combat.

PvP Province improvement

Since it's a high-end province with PvP enabled, you should turn off the possibility of teleporting out of Lyonesse to the player's home province. That thing makes PvP encounters a rare event, on top of the location being enormous. I guess teleporting out is enabled due to campers near exits, so what you can do is introduce more exits and maybe entrances too, to decrease big parties camping and ganging.

analog scroll
#

Please fix the AMD crashes. Sometimes the game is completely unplayable due to permanent crashes.
And yes, drivers are up to date, Windows settings are according to the FAQ and so on. It's simply annoying.

zenith vale
#

Saw a post about professions. Coming from a vast number of other games with crafting I strongly agree that a player should not be able to be master of all.. In World of Warcraft you could be master of two professions.. and you usually picked two that worked together (say Blacksmith and Weaponsmith). A change towards that would balance out economy a bit. Also - we need a better way to do business with each other.. Example: Let me buy FROM the market interface, just not find where the market is.. Cause there's usually no real gain in travelling there - only thing that leads to is that I try to find who ever is closest.. Or go for auction houses/similar systems.. a central market. I travel a lot as is in this game gathering resources 🙂

But, what really is needed.. is that we can dismantle stuff.. The result material should be the base material (iron for a sword - maybe a handle) - quality of the sword determines amount of material I get back as well as my skill in the profession - and a bit of luck based on my skill that determines if I completely fail and only get half of what Id get on a success...

bronze sequoia
#

There's just no value in most of the crafts. I'm 28 LW, and it's all trash. Fine furs? Trash. Leather string? 1 craft can cover 4 loom upgrades. 399ish crafts to level 28 -> 29 and still gives XP to 31. That's 60k+ leather string. One LW can supply the entire NA region solo on leather string.

worn cradle
#

Do something with cotton. It's not normal that there are millions of Rain Lily, cotton, which is about as important as flax, about nothing. So it is a joke.

I also like it if Lily and cotton spawn alternately or you can make cotton from Lily, like sand from stone.

humble bobcat
worldly plaza
#

So the low level skills like mining and tree cutting require you to level up to gather higher level resources. Why can I gather anything and everything, gain no xp or be challenged by a level gate before picking up some high level recipe mushroom, berry, or tincture. Its outa of alignment with the other two mundane tasks.

twilit loom
shadow lily
#

Taking a moment to give kudos to what I hope is a new patch process.

Patch placed on Arcadia 24/10 and hot fixed in to all servers 31/10. This is the speedy issue fixing EA craved. Great job and keep it up!

young ibex
#

I also would like to echo this as well as great decision making this morning to roll it out in response to the issues EU was experiencing. If you already had fixes prepped and fully tested and a set of servers started hitting critical mass - that's definitely the right call to deploy.

clear rain
#

Consider a skill/spell or item like a Spyglass with minor zoom for hunting/pvp spying/recon. Or even a life detection spell with a tuned small range to be reasonable...

opaque thistle
#

Tress regrowing

Turn off trees regrowing over structures. If you want players to be unable to build over trees, simply block such a feature, make structures red while trying, or whatever. But not turning off trees regrowing is kinda incomprehensible. Basically, trees are all over the place; they are occupying a lot of space and are blocking further plot expansion. If you are concerned about deforestation by the players plots, then you shouldn't. Tress is enormously more than ore veins, yet you allow players to build over them and totally block them from mining. On top, trees are regrowing pretty fast, so what's the matter with your hesitation on that topic?

weak dagger
#

Since there's been a patch, it's time for my post patch screenshot.

Devs, PLEASE move the XP info to either the right or the left side of the screen.

Also:

"Fixed an issue where NPCs could be seen teleporting, and the player may experience rubberbanding at the same time"

^^ Not fixed

plain imp
#

Please give us shelves and tables that have a couple of spots to attach in-game items for display - and preserve those items from decay.
No need to worry about collision or what looks good. Let us decide what to put where 🙂

umbral tide
#

They should increase the amount of charcoal produced by the basic furnace — the one unlocked around level 20 — because right now, smelting materials requires about 100 charcoal. I noticed that once you pass blacksmithing level 10, the amount of charcoal needed becomes enormous, and sometimes your plot doesn’t have enough space to place several furnaces just for charcoal. Another issue is that you end up spending most of your time chopping trees just to keep the furnaces running, which makes the process incredibly repetitive and boring.

chrome ore
#

Patch notes say teleporting wildlife is fixed, tbh I’d say it’s actually worse now 😞

humble bobcat
# weak marten 👍 same here

Random FPS drop to low unplayable numbers happening still after recent patch, thought I should let people know, see my previous post.

zenith vale
#

yes - but its a small team, it's not a big company like EA or Blizzard.. so have patience

plain imp
#

Considering the social aspects of the game, and the rules around extended plots, it might be a good idea to give us the ability to allow others to build on our plot's extended area, separately from permission for the main circle. This will allow adjacent players to easily build a shared street, for example, between their houses, without either being put at risk.

fossil mesa
#

I think a proximity chat for role porposes would be a gamechanger. I wish i can start a conversation with the ones i meet during exploration. thanks!

empty ore
#

The XP bubble that pops up after a kill needs to move further away from the cross hair. Its hard to see anything after a kill. Ideally a bubble that can be moved to a custom position, maybe from within the setting menu.

iron otter
#

Everytime I've logged in for the past 3 days I've gotten authentication error and have to close and open the game like 5-6 times before it sorts itself out. Either that or it sends me to a login screen with my username and password which doesn't work and have to exit and enter the game like 10+ times.

Manually logging into your website seems to speed the process, no idea why, but it doesn't always work.

Also sometimes crossing a border will boot me out and then I can't log back in, same issue.

Also now every time I teleport it happens

valid rampart
#

i fully agree with this statement It's sad what this has been turned into truly Subject: Honest Feedback from a New Player (and Streamer)

Hey Pax Dei Team,

I joined Pax Dei through Game Pass and have been playing with two of my friends. The world is incredibly immersive and has so much potential for growth. As a former RuneScape fan, this game brought back a lot of nostalgia for us — it’s what initially drew us in.

I’m also a small streamer on Twitch and TikTok (SpycyNinja — check me out, haha). During my streams, over a thousand people have stopped by asking questions about Pax Dei, and nearly all of them commented on how beautiful and expansive the game looks. However, there are two major issues that I think are discouraging potential players from sticking around.

The Plot Token System,
There was no clear disclaimer explaining that my plot token from the Game Pass bonus would expire after a month — meaning I’d lose everything I built if I didn’t renew it. Every other game with a similar system bases plot retention on activity, not a subscription timer, so I assumed it would reset with playtime. I only learned the truth when another player told me in chat.

This system feels misleading and has been the main reason my friends and I are stepping away from Pax Dei for now. There’s a massive market for a game like this, and I haven’t met anyone who doesn’t love the concept — until they find out how the land system works. I’d challenge you to think about it from a player’s perspective: titles like Minecraft, GTA V, and COD all offer lifetime access for a fraction of the price. It’s hard to justify paying a subscription just to keep what you’ve built.

A simple fix could be:

Make the first plot free and only reclaim it for inactivity, not for lack of payment.

Keep additional plots as a paid feature.
This would massively improve player retention and community growth. After all, pay-to-win doesn’t mean much if there’s no one left to play against.

sinful grove
#

I really want to buy this game, I joined to give you this feedback. I understand you require money to operate, and I have no issue with subscriptions. However, I think your current monitisation process is severely flawed and is actively stopping me from giving you money.

I'll stick around for a little while to see if this changes

Good luck!

serene lance
#

Stack sizes for certain items need a rework: Ones I can immediately think of - meat chunks - why a stack of 10 when SOOOOOO many are produced and they are never needed for anything after you've past first couple of levels. Can that be a stack of 50, and ideally add them to various recipes so they have a purpose - or allow us to burn them in the kilns to make charcoal. At present when chopping our meat you have to throw so many meat chunks on the floor it looks like a crime scene.

Secondly the doughs the flour stacks in 20s but combines with water & yeast to make dough - 1 stack of flour makes 100 dough and dough stacks in 10s so you need 10 slots for dough vs 1 slot for flour. Can this be changed so that the 4 different doughs stack to 50 please so it's 1 stack flour-> 2 stacks dough.

tough harbor
worn cradle
#

I really don't want to keep bringing this topic up, but this isn't normal. Please do something with cotton! (Like you did with the bronze axe and changed the hardness on a few trees....)

Because whenever I go to pick Cotton (server reset, morning, noon, evening, etc.), there is ZERO Cotton, just that stupid Rain Lily everywhere where Cotton used to be, that's not normal. I believe many people are looking for it, but it's like flax doesn't exist, or like when you took out the oaks for a while.

I'm not asking for a mix of materials, but just that where there is actually Rain Lily growing everywhere, there should be half or rather 2/3 of it Cotton. That's it.

It's not enough that, for example, I didn't find it in my own Home Valley, even though I've been here since before V3, only that miserable Lily, but even where there would be, there is NEVER a single one. Once I managed to collect 200+ at dawn, I was surprised, but it was more than 30 minutes of walking! So I went to every spot where I had seen it before, but since the strange server shutdown I haven't collected a single one in these places. And that's ridiculous.

round gust
#

QOL I want to be able to move and keep my map open on my second monitor.

humble bobcat
#

Torches need to be re-added to the game. Performance issues need to be solved, both in framerate and latency. They are the primary things holding the game back. Issue still occuring with random frame drops needing restart to recover. It has been mentioned quite a few times above.

restive field
#

"Leather String" being on Leatherworking dificulty lvl 31, and being required for the "Loom" is just not good. A company makes money using people that actually know wth they are doing. I understand you guys have a small team, and might just have good Devs, so for the love of God just grab ingame 4 hardcore brain damaged professions grinders and ask them how to fix the smooth progression on professions, they will work for free and fix it for you Mainframe. This sort of things was suposed to have been fixed on the profession overhaul last time before release, this just not only make the company look bad, its embarassing, frustating and show sloppiness on leting this go throgh and be released with the game release. I get the grind and i dont mind it, but profession progression needs to be fixed. (as the bakers as well)

eager flint
#

Please consider tweaking crafting XP. It would be great if XP was scaled a bit better for different crafts. Maybe a multiplier based on amount of materials used? The ability to craft more variety to efficiently level up would make crafting feel more rewarding. Crafting all pieces of armor and weapons should be as efficient as crafting one specific item over and over. I believe this would enhance the overall crafting experience tremendously.

Right now, building your castle/home feels great, because you gather your materials and make something meaningful. With crafting, there is really no reward felt when leveling up, you craft the same item over and over and pile it up or toss it on the ground.

signal pagoda
#

Trees Growing Inside Houses
I know this issue has been reported before, but it’s still frustrating to have trees growing inside houses and blocking usable space. Since the game allows us to place our plots almost anywhere, it’s surprising this hasn’t been prioritized yet.

House Marker on Foreign Maps
When I traveled to another map, I noticed my house marker appearing there. Out of curiosity, I went to check but, as expected, my house wasn’t actually there. The marker shouldn’t appear on maps outside its own region/province.

Economy & Gold Sink
While crafting and selling goods, I noticed that gold input in the economy is too low and mostly comes from killing NPCs. As a result, many raw materials are sold for just 1 gold or less per unit. To work around this, players often price items per stack, which leads to fractional values not supported by the game natively (e.g. 0.2g, 0.6g).

Meanwhile, crafted goods sell for less than the cost of their materials because players are grinding skills and have no real use for their products.

Suggestions to explore:

  • Add penny currency (copper/bronze coin)
  • Increase gold sources (e.g., crafting quests, chests, etc.)
  • Reduce equipment durability (make items decay faster)
wispy tangle
#

One and a half years of development with a huge price tag at the beginning.
The result:

  1. artificially stretched progress, where premium does not speed up but slows down progress.
  2. Absolutely unstable client and servers that require daily reloading.
  3. A CRAVING GEODATA, in which you fall through the ground after a disconnect.
    ONE QUESTION.... WHEN WILL YOU START WORKING!!??
lone tapir
#

Please allow spawning in full areas. Maybe with a message to warn players that the area is currently full and therefore plots cannot be placed right now etc

tropic bolt
#

I'm not sure the Pilgrim's Gauntlet's should cost 60 iron ingots to make (its a lot!). For context, the Pilgrim's Vambraces cost ~22 wrought iron ingots.

Would prefer these costing about 20-30 Wrought Iron ingots instead to feel more appropriate for the level 🙂

orchid notch
#

Um Question did yall's resource guy who put the nodes in confuse rain lily for cotton ?

opal mountain
#

A couple suggestions to explore:

-Inn Capabilities: My thoughts are add a feature to open a door by paying for it in Gold. This will allow players to rent a room for a fee. Not only that, an inn can have a workshop also behind a paid door to use the benches for repairing or creating. For this to work, Beds would need a temporary buff. The better the bed, the better the buff. Also, any decorations added to the room can add to the buff. The better buff the room has, the more that can be paid for said room. Also, another market stall that looks like a bar so it can be added to the lobby of the inn. If certain decorations gave certain buffs (for example, mining buffs, cutting buffs, or attack and defense buffs) players can put Inns in strategic locations that work for its surroundings.

-A sort and merge button for inventory and chests: If it is a key or button, when pressed it sorts the inventory and merges stacks to their allowable limit.

vagrant pike
#

Enjoying the game so far (even with it's flaws). It's a stunning game, with so much potential. I think in order for this game to survive (as well as thrive) you're going to have to lean further into the fantasy elements. Even if it's subtle and something you can discover or encounter. Keeping with the medieval European mythology; fae (faeries/elves), werewolves (that change into wolves, not wolfmen), possibly vampires, harpies/sirens, and maybe mermaids (discovered in the ocean depths. Have the creatures locked to specific areas or zones (harpies/sirens and mermaids in deep water such as oceans, if water content ever gets explored such as adding ships. Werewolves and vampires being locked to the forsaken forest, ect). These were popular European myths in that time period, especially in Ireland and Scotland. There were also druids (who worshipped the fae). This game states that the myths were made real. I think that's something that should be explored more. I would also prefer discovering different magic types through tomes (found in various areas while exploring) rather than through weapon smithing. Also, building really needs improved in order to be easy for everyone to use. It is a royal PAIN currently. More customization options would also be welcome (more skin tones, hair and eye colors, maybe pointy ear options for those who want to role-play as an elf or even a human with fae heritage).

pallid osprey
#

Would be great to have a "Collect all" button at the production workbenches like kilns, tanning rack, etc.

bronze sequoia
dawn iron
#

Are there any plans to have NPC's that can be hired for established towns? Or NPC's that can be set to tasks within a town to create items while you are away? As well, I'd love it if we had the ability to create quests within each town, potentially like a message/job board that will offer rewards (Weapons/Armor/Materials/Gold) for completing the job.

fossil locust
#

I don't know if anyone has suggested this before, but please give us the option to:

  1. Add text to the markers on the map. The images are nice as waypoints, but it would be great if we could add text for things like iron, granite, clay, or gneiss.

  2. Adding text to the chest labels would be good, or the option to change/add text to chests.

I think the best thing here would be the ability to change the name of the chest, so it doesn't say "Chest of (...)" but something like "Iron Chest," etc.

signal pagoda
#

Pax Dei needs to establish its own identity. Games like Wurm Online and Mortal Online II already offer similar experiences, whether players prefer PvE or PvP. Releasing a game with fewer features and more bugs than existing titles doesn’t make much sense.

Pax Dei should focus on offering something truly unique.

humble bobcat
#
  1. Wolf cave in southern Llydaw has a fake wall in it that seems to be the slope of the mountain. Bug.

  2. Performance issues still happening, fps drops very low randomly and never recovers until restart. i5 12600k, RTX 5060 TI, 32g RAM, 1TB nVME. Not thermal throttling, vram not full, benchmarked pc many times with above average scores. Not on my end, others report the same issues. No other games do this.

little shell
vital urchin
#

It could be possible to introduce carts that the player can pull – items from expeditions, such as wood, stones, or flowers, could be placed inside. Of course, movement with a cart attached would be 15% slower.

vagrant pike
#

I really hope husbandry/farming, seasons, weather, fishing, mounts, and pets is something that is implemented.

lone tapir
#

Show party/clan members on compass 🙂
at least when in close proximity.

kind pike
#

Get rid of the pay to win 50% extra xp sub at all levels of subscriptions. Give players who paid money for your game a free plot forever. Remove the plot after say 30 days of not playing. Charge real money if the player wants more than one plot. This is the reason the game is going to die. Not the bugs or anything else. It’s the pay for plots and pay to win XP sub.

humble bobcat
#
  1. Weapons visible on our characters please.

  2. Rain, weather, birds please. Rain should drip from roofs like in red dead, you have a high fidelity game here, make it look nice!

3.** Horses please.** Preferably as part of animal husbandry. Also horse drawn carts.

  1. Fishing please.

  2. Bring back offensive spells please, like the fire ability. Preferably 3 new offensive staves. It is weird enemies do it, but we can't.

  3. Fix performance please. Serious issue hampering some folks. I have seen a trend with it being on 50 series nvidia cards. Performance drops mid gameplay and stays low until relaunch. Like 15 fps sometimes, it's horrible. i5 12600k, 5060 ti, 32gb DDR4 3200Mhz, 1TB nVME. Fully benchmarked with above average scores, no thermal throttling, vram not capped, no perf limiters in hwinfo64.

  4. Bow skills please.

  5. Recycling of items please. Even if xp turns out the same in total.

  6. Farming please. For each plot, you should receive a farming plot for free. This farming plot is like any other but only accepts "farming" stuff. Like a scarecrow, fences, and the plants themselves. Allow us to have large fields of barley and wheat, not just little patches.

  7. Resource pack trading runs please. Packs we wear on our backs that contain resources in bulk. Can be delivered to "trade outposts" and the further away you trade and the rarer the goods, the more gold you make. Make trade outposts around the map. Eventually tie this in with the horse drawn carts.

  8. Gold sinks please. The economy will get out of control without enough of this, no specific suggestions but just make sure people don't become mega rich with ease.

  9. ARMOR CUSTOMIZATION please.. Either dyes, or a transmog system, something, because as things stand you make your character build by picking armor pieces and that severely limits how you can visually look, often ending up with you looking like an abomination for some builds. Please fix this fatal immersion killing flaw.

agile locust
#

I would love to see bosses spawning at first go. Spending 3 hours just to try and get all spawns in a dungeon is crazy

ruby jolt
#

There should be a "Hide Trivial" toggle at the top of the recipes window

small oasis
#

I see a lot of awesome feedback comments for additions to the game, but I just want crafting to work... since this is a crafting game right now. Let's get the success/fail rates right. There should be no reason that I am failing more on Very Easy across all trades than I do on Moderate crafts. This isn't a high level only thing, it just hurts more and makes most of us not happy about paying for a game that is supposed to be 1.0 - that generally means that the game is working.

mighty bough
#

A "bit" of feedback:
Regarding monetisation
Haters gonna hate, hypers gonna hype. I believe some of the streamers brought ingame a lot of whining players. You keep your plan, it's a solid one. No need for free plots, keep doing what you're doing.
Regarding transport (regional resources)
I think you need to implement something that's easy, but has high impact on the gameplay: My idea is to have the wells deliver regional water. That could be also extended to ingots, woods, etc. And recipes would benefit from water from other region: so if you use your water in a recipe, you get x amount of product. But if you use water from another region, you get x+5 , x+10 amount of product. This will increase trading, and will establish trading routes.
Regarding transport, extension 1 (province resources)
The above idea could also be extended to provinces. Would require to ditch the gates betwen provinces, and use Lyonesse as the only way of travel between provinces. With some safez ones and smart spawn points, you could have players transporting goods trough Lyonesse, and bandits trying to rob them.
Regarding transport, extension 2 (player resources)
This idea isn't new, it comes from the defunct Life is feudal, and it works like this: you have 10 variations of each plant (like different colors, or quality, whatever). When a player collects that plant for the first time, it will make that player always collect that plant. So first time i get Tansy, I will get red tansy forever, never green tansy or blue tansy. And my recipes will never use red tansy, they will always need a different color. Hence, another reason for solid transport & trading. Need to make it with enough factorial variations, to avoid people having 10 accounts.

lone pumice
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Hey, on your website - https://playpaxdei.com/en-us/faq

Some of the text is in French (?)

ie:

1.0 Platforms
Which platforms will Pax Dei be available on at release?
Pax Dei 1.0 est disponible sur les plateformes suivantes :

playPaxDei.com, le site officiel

Steam

Epic Games Store

Game Pass sur PC : si vous avez souscrit un abonnement Ultimate, Premium ou PC, vous pouvez installer et jouer à Pax Dei depuis l’application Game Pass. Le jeu n’est pas inclus dans l’abonnement Game Pass Essential.

Via des affiliés officiels tels que Markee Dragon

Pax Dei est également jouable via GeForce Now.

vague cove
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Thank you everyone for your valuable feedback! pxdheart
You know the drill, new month new thread, see you there: #1434862384068956181 pxdflagred

ember crescent