#General Feedback - November

1480 messages · Page 2 of 2 (latest)

wheat heron
#

Can we please address the horrible vram consumption on 8GB GPUs? With 5060 TI I am able to run 1440p maxed out on ultra in war thunder, dune: awakening, squad, and other games with DLSS quality. Here I can barely run 1080p on DLSS quality because while it runs very well in the beginning, within seconds of joining I am consuming 8GB of vram and start registering page faults and the fps falls to 40, and then after running around, 15 and the game becomes so laggy it is unplayable. This HAS to be addressed. I scored a record score on 3dmark for my hardware configuration so I know that my pc is not the issue, which is already apparent from the great performance in other games. This issue is severely impacting my ability to enjoy the game and I know for a fact that you can implement texture streaming that will SIGNIFICANTLY reduce vram consumption. Please do this..

torn steeple
#

I believe this issue has been brought up but Doors being able to be walked directly through even if the door is closed. I also believe i found the root cause of this issue being desync between server and client for the state of doors being opened or closed. for example we've tested this several times. we believe the animation for the players to open and close the door is synced but something is wrong with the physical geometry/hit box that moves with the doors.

with the coming update of locks to doors I believe it to be crucial to fix this bug of walking directly through doors. "even though its very convenient at the moment"

spiral heron
#

Our group died at the bottom of our first Dungeon in the Wildlands. We came back naked and unable to get our stuff because all the mobs repopped. It took 2 days to get Semi equivalent gear. We lost all our best stuff in 1 run. The game is still to harsh on a failed dungeon run. We are all moving on for now. Maybe we might come back if the game did not punish adventuring and death so much. It was a harsh turn off. Was trying to cancel our 6.99 monthly and clicking the cancel button does not do anyting tried to click it a dozen times it is like a gotcha. We gotcha now you can't leave. I put a support ticket in. The game has a lot of potential but its so grindy and the cost of just a single death is to high.

quaint ice
#

I gotta give kudos to the devs because after the last server restart, not only I haven't experienced almost any problems with NPC, but my game runs smoother now. Now you just have to do something to make crafting smoother as well to prevent the player loss that's currently happening

glossy briar
#

This is taking too long. Please address "We are aware that some players encounter some issues with crafting and success/fail rates, and are still investigating the issue." soon. (like a week ago)

quaint verge
#

Wildlands Patrol
We need some kind of danger in the wildlands, at the moment is just home valley without building plots, and that's it. You can outrun all animals, zero danger. Some random patrols (of human soldiers) would be great, Technically, they could just spawn when a player is around, and follow him for a while, and if certain conditions met, they could attack. Maybe not always kill the player, but a bit of danger is necesary. They could attack with a force that is calculated considering the targeted player's equipped items.

vestal sail
#

Make NPCs that give quests to turn in crafts. Random items to turn in, maybe be able to choose level range for your crafts with scaling XP/Gold Rewards. This way we will have incentive to craft something other than one item 5,000 times, and at the same time feel like your crafting makes a difference -- not just dropping crafts everywhere. I'd rather make a set of armor, or a few weapons and get a bonus for doing it.

upper robin
#

Compass picks up all map layers' markers. Markers I placed in Lyonesse can be seen on the compass in other zones (Ancien and Kerys, for example). Not sure how this could be fixed.

dusky coral
#

QoL with high impact

Please increase the amount of gathered wood and ore with higher skill and higher tier axe like you did with hides for skinning.

pxdheart

torpid bloom
runic mountain
#

possible QoL function. To put letters and numbers on the map (divide it in squares)
now somebody has something to trade.. I need to search whole map.. yeah west of X near river.

if you just can look on the map Section B4 you have a smaller area to search.

worthy drum
#

I 100% oppose this suggestion. I support the removal of saplings for plots but I DO NOT support it for trees. If we did this people would wipe out forests and turn them into parking lots. We already have problems with plots wiping out resources I don't want this to affect trees ESPECIALLY considering how much charcoal and wood is needed.

low shale
#

Implement buy orders please. We need a bilateral economy.

meager tangle
#

I believe the healing potions have an issue — they only regenerate our HP when we are out of combat. This has happened, for example, with the Weak Health Tonic III

last parcel
#

I think v3 pretty much broke foods. I don't think the issue is so much that raw foods need a nerf, rather armor hp buffs need a nerf, and that buff needs to be moved back to foods, cooked or raw (emphasis on cooked, ofc)

If the significance of armors needs to be increased in hit points, maybe they need similar food bonus modifiers as they have damage and healing modifiers?

But it is weird that food feels somewhat irrelevant currently, where as before v3 it was far more important, easily doubling your hp, maybe tripling. Now food is only needed for tough enemies to add safety margin.

ALL food should matter more, unfed combat should be more undesirable than it is currently. Emphasis should be on cooked foods, but raw should help if no cooked stuff is available.

teal verge
#

(Sorry for the long post!)

Separating Gear Visuals & Skill/Stat Archetype, While Respecting Category

I support skills being tied to armor category (Light/Medium/Heavy), but choosing the stat/skill archetype and appearance separately would give players more control while keeping silhouettes readable

Here's one way it could work:

First: Choose Stats/Skills

  • This step determines “special” materials like relics and extracts.
  • Recipes for new archetypes could be unlockable.
  • Sets Stats/Skills, Tier, and Rarity.
  • Stats/Skills could be identical for items of the same stat/skill archetype + tier + rarity.
    • Allows professions to craft multiple gear types (e.g.: tailoring making Medium Cloth Tops like the old Plain Cloth Gambeson) without rebalancing.
  • Example item in the leatherworking station:
    • Common Pilgrim's Medium Leather Top III
  • Relics still unlock rarity options.

Then: Choose Base Appearance

  • This step determines 'base' materials.
  • Recipes for new appearances could be unlockable.
  • Using Medium Torso Armor:
    • Simple Jerkin (Pilgrim's Jerkin model)
    • Layered Jerkin (Hunter's Jerkin model)
    • Doublet (Trickster's Doublet model)
    • Reinforced Brigandine (Vanguard's Surcoat model)
    • Leather Breastplate (Reintroduction of Rhyssa's Breastplate)
  • Item names remain readable, e.g.: Trickster's Leather Breastplate III (Common)

Benefits to Devs & Players

  • For Devs: New skill/stat archetypes can be added without making new models. New appearance options don’t require new archetypes.
  • For Devs: Allows Mainframe to sell gear appearance recipes that could be crafted then shared, like the Founders' furniture.
  • For Devs & Players: Easier reintroduction of old armor appearances (which many players are asking for) as well as new ones and variants.
  • For Players: Variety of appearance options within a build.
  • For Players: Crafters with many collected appearance options would have a more appealing catalog.
shadow valve
#

Should be able to re apply food buffs before they expire

soft burrow
#

Item dyes please 🙏

high token
#

Update the crafting XP: Make it more balanced so that you don’t level with crafting only the same item over and over, but get more variety in crafts.
The thought of you imposing some sort of penalty for crafting the same thing over and over again is frankly a very dispiriting prospect.

First, understand that making thousands of items is the problem, not the fact that it's the same item - that actually makes our lives easier.

Fix crafting XP by either giving us, either

  • a practice / study / research option, which gains XP faster than the current rate, but does not produce items, or
  • a reduced penalty for failure, so that we are not discouraged from trying to craft items just because they will fail - which will again result in less items being crafted, or
  • introduce a mechanism for us to improve existing items, that takes time and materials - again, no more items, but plenty of grind and skill gain
stuck chasm
nocturne mango
#

If possible could we please have the ability to pin recipes. Would be absolutely amazing. So for example You want to build a cooking hearth, so allow us to pin the recipe so we can go into the crates and get the ingredients. As it currently is it shows the recipe when building an item but you have to exit to enter a crate.

oak atlas
#

Beeb would like a kill counter please, for npc/animal/pvp kills. Also a fall damage counter. These could be located on the character select screen

little rapids
#

I know there will be mounts eventually and that's great but in the meantime travel is such a pain particularly between provinces since your to options are to spend a bunch of Grace going anywhere since you can't see other province maps until you are actually in that province so you have to teleport to a gate then walk across to the new province and then teleport to whatever region you want essentially spending more Grace than needed, this makes trading very counterproductive especially cause you can't see what's on sale anywhere until you are in that specific region, point is until we have mounts you either walk for hours just to be able to trade or you spend insane amounts of Grace to save time.
Maybe we could just use coin to pay for teleporting or just have the grace cost for doing so reduced, at least until there are more viable transportation methods like mounts in the game or something, otherwise trading between regions and provinces which is supposed to be a core aspect of the player driven economy will be avoided by most :S

dusty ferry
#

I think Batflowers should have a fix, im picking up those and getting none from it. It has been like this since v.2-v.3 and 1.0

south jewel
#

I have moved between provinces and let the old plot expire. Ever since on every game launch I get three (!) popups - (1) your plot is frozen (2) your plot has been released and (3) you can now get a plot with Grace! What's more, I get these in the lobby and then again after entering the game proper.

I understand the desire to inform, but it is becoming a bit annoying 😄 can we please let these popups decay properly?

vivid pivot
#

Can we have instanced base housing as an option for those what wish to build a place that doesnt get crowed out by others? I love the game, love the community, but hate having a nice little spot thats suddenly been overtaken with other plots.. i want the quiet house in the woods, not a house in urban sprawl. this isnt a request for instanced housing only, but as an option for those that want it. downvote it if you dont like it, but this is an idea to help retain those that want to play, want to build but not have thier work drowned out with neighbors they dont want. *wish i could see the reasons for the downvotes. this wont impact people who want to build on the main map, it doesnt detract from the vision behind the game. it simply an option for players who want a build off grid.. from everyone else.

swift pumice
west pebble
#

Clay is also not something you can find on market without filters. (We also need a search bar with a string input.)

I would like to reiterate, since it was not an option in the development vote, that we NEED a log for markets to see what sold, to whom, for how much (and what the total fee paid was on the item including fees for changes to price), and from which market stall. This means naming market stalls is also greatly needed, even if only we can see the names of our own stalls.)

Also, in response to the instanced housing request above, that defeats the purpose of the game entirely. Don't do that.

narrow fable
#

Can we add spinning wheels to the little outpost camps in the Kerys wildlands near the cotton spawns? Would make the camps a little more useful instead of having to cross the border and find a player's wheel.

paper salmon
#

PLEASE UNLOCK CHARACTER in combat. When i click LMB animation is blocking my char. Devs, it is simple changes but change combat for more smoothly. @mint cloak

topaz vigil
#
  1. The trend to cartoonishly large gatherables is annoying. Is Pax a mobile game, where you drag your finger across the screen to collect a strawberry field, or a mmo that requires carefully searching dark and dangerous forests to find rare reagents.

  2. Gems and wolf caves are missed opportunities. Instead of the trash collected while mining ore gems could have their own, small, gatherable or minable node deep in wolf caves.

  3. Wolf caves could be dark and scary again. The trend to easy, bright, mobile game content isn't great.

  4. Mine shafts in caves would be neat. Also ore nodes.

  5. Could the quarry wall texture match the node? Mining iron in a limestone quarry is bugging me.

viscid mesa
#

Two of the biggest issues I see . Combat needs love. It is clunky. I have three wepons to 10 now. Combat is clunky this is a fact.

Dodge mechanic is needed.

Blocking needs to be more effective.
I think the recent loot changes may have impacted low level noob crafter more than intended. As a noob and in the hopes more people join please look at this and make sure things are as you intend.

I am enjoying the crafting grind. Pace is slow. That is ok if you are playing casually. But also for super casuals the pace will be very slow. Thoughts on a "power hour" you want to level weapons go to likness or the inquisitioners and click
Ck activate and the next hour you again extra skill. Could be used for crafting as well the player decides when to activate. You could add it in to the subscription model to encourage the base subscription. Then people who only have an hour or two per day could still see progress but people with longer to play would still get progress but it would slow back down after the "power hour." UO and LOA had these years ago. Not required but might be nice. If the at large community hates it please do not do it.

Loot. Why don't any of the inquisitor or undead shrines have chests? What is the point of those locations? What are the inquisitors guarding if not chests?
Why id there no coin or mat or loot chest where the undead are? I spend 18 minutes killing a level 3 skull undead for 7 coins?
I have not done any PVP. As scuffed as the NPC combat feels it scares me.
This is not a gripe post this is a hey this is important.
Also crafting seems borked. Failing 7 out of 10 times on very easy crafts sux. And the ec
Experience needed to level becomes astronomical. I am still liking the game. It is beautiful. I do think you should rethink combat and loot. Please and thank you for reading

copper thicket
#

Since launch, I’ve put in over 300 hours of gameplay (a lot of that AFK while I’m at work), and I wanted to share why I’ve ultimately stepped away:

Core Gameplay Issues

Combat feels extremely flat — most encounters boil down to standing still and holding mouse 1. There’s no weight, variation, or meaningful decision-making.

NPC AI is very weak, making fights predictable and unengaging.

No quest lines or structured progression, leaving players without clear goals or reasons to explore.

Progression & Crafting Frustrations

Resource grind is excessive, especially when large batches of crafted items can fail to give EXP at benches.

Being forced to craft hundreds of identical items (like 1,000 iron skinning knives) for skill progression is not fun or engaging.

Chests and stations can't be moved without destroying them, causing the loss of queued items and discouraging base improvements.

World & Exploration

Camps across every zone are copy-pasted, offering zero variety or discovery.

No environmental features like waterfalls, which feels like a huge missed opportunity given the world’s aesthetic.

Once your base is completed, there’s very little left to work toward.

PVP zones feel identical to safe zones with only a few new NPCs/items added.

Overall Feeling
I genuinely enjoyed the time I spent in Pax Dei, and the foundation of the game has so much potential. But the gameplay loop becomes repetitive extremely fast, and the lack of combat depth or NPC interaction is the biggest issue by far.

Final Thoughts
The game doesn’t feel like a 1.0 release, and asking players for a monthly subscription with this limited amount of content and so many missing features is hard to justify. With more variety, better AI, meaningful progression, and improved combat, Pax Dei could become something special — but in its current state, it’s not there yet.

hexed mist
#

Dear Pax Dei Team,

Could you please add a collision detection feature or reduce the amount of smoke from all the furnaces and charcoal kilns?

It's annoying when the smoke penetrates walls or foundations, especially inside buildings, where it's so bothersome that you can't see anything at all depending on the time of day.

sleek pilot
#

Maybe I'm doing something wrong. Sylvan Staff I and Sylvan Staff II are made at the alchemy table. Sylvan Staff III is also supposed to be made at the alchemy table. The database says it unlocks at weaponsmithing level 13. I am weaponsmithing level 20 and I still don't have the recipe. The special item it takes is hematite. I have touched hematite, so it's not that. What's wrong with this picture?

quaint ice
# copper thicket Since launch, I’ve put in over 300 hours of gameplay (a lot of that AFK while I’...

Agree, but there's a problem. The base of this game is in tatters, and they first need to make everything they have now work well before they implement something new like moving chests and stations or adding waterfalls. In my honest opinion, they first need to address crafting progression (it's the major cause for burnout) and combat (the second on the list).

Before Verse 3, we had more variety in gear (like pauldrons or underpants), but not only that, the sigils were useful and felt unique because they gave you a reason to try and get them: The skills they unlocked were unique. For example, you didn't have any magic at all until you had a sigil and could craft an item that used the sigil's "magic" to give you a skill. Now, the sigils have lost their value because they're just for the same version of a gear you could already craft without the sigils, but slightly better. And there's no skill scaling, it doesn't matter whether you have the sigil gear or the grey gear, the skill is the same. Before we had scaling skills, like "loio's blessing" and "loio's favor", or "divine remedy I" and "divine remedy II" (up to "divine remedy IV") and people went into dungeons looking for the sigils because they felt unique. Same with weapons, the sigils were also used for weapons with speacial passives or abilities to inflict venom or fire dmg, but now every weapon, from bronze to steel, feels the same, so there's literally no feeling of progression. I said it one month after V3 and it's still true... Verse 3 is the worst verse and the changes made the game more generic and less different.

to: @sleek pilot you need to upgrade your alchemy table from "basic alchemy table" to "alchemy table"

worn iron
#

I believe not having a record/notification of market sales is stifling economy use. I have no idea what's sold, or not sold, or for how much, so I mostly just avoid using it. Additionally, I don't want to travel to buy materials, I want to place buy orders. These are critical economy basics I strongly believe are needed, urgently.

nocturne mango
#

The crafting in general could do with an overhaul, and the amount needed to build. I'm currently building a limestone base, 90 limestone per wall is crazy, It's just a mining simulator, go get an inventory full of limestone, turn it into lime, then turn it into lime mortar, rinse and repeat. Yeah the good base parts shouldn't be cheap but they are extremely expensive. Also, sand from limestone/gneiss, one sand per one limestone/gneiss? It should be more like 10 sand per one limestone/gneiss. A lot of the crafting is far, far too expensive. 20 beams and 25 planks for one cottage floor etc. I'm really enjoying the game but the grind is unbelievable, over an hour of work = 8 limestone walls.

mighty leaf
#

We need more inventory space!

undone wren
#

Please don't stop saplings from growing on plots. My wife planned our house around the little trees in the yard.

high token
#

To build upon something that Lyudegul posted above...

Feedback: Spending a rare sigil to make a blue item feels cheap and unsatisfying.

Opinion: Adding a sigil to an uncommon (Green) recipe to make a Rare (Blue) item should always improve the magical ability of the item, not just its item power / durability / lifetime.

Suggestion: If at all possible the rare item should offer a significantly improved version of the spell. Ideally this would be like the difference between Breath of Joy I and II, or the difference between Breath of Life and Blessed Breath - where the spell has new properties (e.g. zero stamina cost while sprinting, or boosting Spirit in addition to Health) - but as a bare minimum, the spell should last longer or stack to a higher level than before.

ivory mountain
gloomy inlet
unkempt girder
runic mountain
snow birch
#

Fix your core gameplay, your losing your player base.

gritty gale
#

Blueberries are unchanged and so challenging to see....

According to the patch notes: #┃patch-notes message, it was mentioned that blueberries were adjusted to make it easier to spot. They are unchanged and so hard to see against the foliage.

Can you please (for the love of mercy) adjust this and even go as far as to re-visit the model for the spawn/node? Can we see actual blueberries instead of 3 green leaves? Please.

P.S. The strawberries are wonderful. Now make blueberries the same.

See image below. I spend 1 hour trying to find these so I can finish this post....

junior orbit
#

Stamina régent is quite useless for running and gathering, as it is

hasty mango
#

Ore processing? Agree and Disagree

I get why it’s annoying when mining that sand drops with other gemstones. I’ve felt that too. But for alchemy, you need insane amounts of sand. I need so much every day I can’t handle it alone, like over 3 to 5 griffin boxes daily.

Forcing sand to drop kinda works in my favor because it makes others sell it to someone like me (if they didnt discard them of course lol). For people who don’t need sand, it’s annoying, but they can just press X and discard it. For me though, if your feedback changes how it drops, it could make things a lot harder, which is kinda scary.

I’m not sure exactly how ore processing will work, but if you have to process ore before putting it in the furnace, that extra step might annoy some. But if it lets us store more ore and get more sand or gemstones after processing, then it’s worth it. I’m all for that.

If farming ore means you have to process it for ingots, and it gives a lot of sand so others sell me plenty, I’d agree with your idea and be happy with it.

Honestly, I’d just be happy if they made something like a shovel so we can farm sand near the river lol. Alchemy really needs way too much sand with no real benefit in its current state.

gloomy inlet
# gritty gale # Blueberries are unchanged and so challenging to see.... According to the patc...

Now that you know where they are, isn't it actually that you need a better map marking system, instead of making the initial search easier and lazier? Agree, though, that the blue parts should be visible through the filler grass. THAT would be a balanced improvement. If folks keep grieving over not being able to EASILY see them, we will end up with softball sized blueberries like we have with strawberries, which, IMHO, ruins a game touted for its immersion.

high geyser
#

Rehire all the devs that got laid off. Get the lore guy back and osric too NODDERS

soft raptor
#

Craft all button vould be used on several if not all crafting station. Especially been hives..... also make the wells produce water automatically. Unnecessary clicking everywhere just to do the most simple things... please start implementing some QOL suggestions as irs getting tedious.

hollow bough
#

Hello. Could you please tell me why white boots with level 1 skills, for 20+ lvl, stop draining stamina when activating the skill? This bonus only applies to level 2 skills on green and higher-level gear.

junior orbit
#

I'd rather have mining for ore OR prospecting for sand/gems, two différent tools/skills

vestal kettle
#

Hello, I came to suggest extra icons for the game, in this case crosses. Here are some examples of crosses. thx

soft burrow
#

Prefer more pagan/heraldry style symbols myself

gritty gale
mighty leaf
gentle halo
#

Add access rules to chests, crafting benches, and furnaces. To choose between clan or friends list with a selection filter, for example: I can choose to share my chest with my clan or with a specific friend from my friends list through an individual selection filter, so I can, for example, access a friend's chests even if I'm in a different guild, or have more privacy when joining a guild, thus having more security.

gentle jackal
#

I preffer christian symbols, u dirty pagan, theres enough satanic symbols in gaming world. Not enough pure ones.
Theres nothing cool about edgy dark satanic stuff. Only children of wickedness think its cool and they will never mature.

high token
#

No need for Christian crosses. The game already has a perfectly good symbol representing religious fanaticism and self-righteous excess pxdflagred

fallow briar
#

PvE dungeon craft
Would I would also like to see a smaller portion of dark energy symbols and some added holy energy symbols.
I would also like if you guys would please add more rolls to the clan being able to sort through chest and plot rules by friends would also be really cool.
Ui in middle of the screen when you get an item could move please

valid robin
# mighty leaf Just increasing inventory capacity would help a lot cutting down on silly travel...

I think an good option would be the possibility to in increase the inventory from 40 to 60

From 40 to 45 it should cost 50 grace each slot, from 45 to 50 then 100 grace each slot, from 50 to 55 then 200 grace each slot and from 55 to 60 at least 500 grace each slot

So it wouldn’t be too easy to get more space and nobody could have it in a few days because you have to save tons of grace

  • IF feudalism and territorial things in Lyonesse bring more grace eventually it would also be an motivation too to be part of the feudal things (even for those who dont like pvp that much)
tranquil parcel
#

good idea, great gold sink

latent raven
#

A note for the devs, allow for the time of plots not being used to be merged into plots that we would like to stay down. Plot management at a higher volume is not very helpful. I had 10 plots, 4 used 6 unused. The 4 were frozen, while I had time left on the 6. I was then required to lift the frozen plots to attempt to cycle them out with unusued plots with time left on them. This created a scenario where I wasn't able to claim the spots back where the frozen plots had been placed.

frail gyro
#

Every Versus, you rework the crafting, but the logic behind it remains a mystery...
I would understand the changes to needles if Antler needles were used in leatherworking for stitching leather, as it's hard enough for regular sewing and requires an awl. But for some reason, leather is stitched without a needle, while the finest linen and cotton fabrics require something similar to an awl for stitching, not a thin needle.
A whole year of Early Access and feedback gathering have clearly shown that the game desperately needs mounts and the ability to recycle crafted items back into materials (even with a significant loss of ingredients). But these features aren't available at release, and aren't expected to be available in the foreseeable future, which begs the question: why gather feedback if you're ignoring it?
You promised plantations – not implemented.
You promised mounts – not implemented.
You promised playable bows - not implemented.
You promised battle mages - not implemented.

The "Promise" skill has reached level 100.
The "Keep Promises" skill is at level 0.

crude raven
#

Please, please, please fix the games freezing and crashing. I can't do anything in the game because I can't stay on longer that 5 minutes! Every application and file has been updated. I have formatted the hard drive back to factory settings and reinstalled just Steam and Pax Dei. The game still freezes and crashes.

thin trellis
#

As a non founder, i love the game so much i decided to buy a founder master steam altergift key on k4g, it did not end well. I was scammed out of 250 euro. That hurt. So i guess i will wait patiently for crafting and decorating DLC, whenever or whatever the plan is. I was so excited to craft stuff i laugh at myself now lol. A part of me still hopes that as a very active player after launch ( i did not know about pax dei before 1.0) i will be contacted to be able to add the missing packs to my account. I don't understand the reasons for being locked out especially if i am going to spend thousands of hours in game. It just won't click.

vestal kettle
#

Hello, I bring more pagan and non-pagan examples of icons as a suggestion that you could unlock them with grace or gold and they don't mean anything bad 😄 I can't fit them all, but that's the idea.

hardy hollow
#

Can we get more clan herald symbols. The number and variation is quite lacking and leaves something to be desired.

wheat heron
#

https://youtu.be/KlCeEbBf1F4

THIS is necessary asap. Performance issues are severe on 8gb GPUs. Pleaaaase update to the newest unreal version and use nanite voxels.

If not. Just give us some more aggressive texture streaming so that 8gb of VRAM doesn't overflow in 30 seconds lol.

Unreal Engine 5.7 launched and it revolutionizes the way we render foliage with the new Nanite Foliage system for UE5.

Check out the Unreal Masterclass Black Friday sale for 50% off:
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Watch the UE5 Starter Course:
https://youtu.be/k-zMkzmduqI

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▶ Play video
ivory mountain
#

Creative Mode

I could see the community really getting mileage out of an offline or instanced map with all of the build pieces and QoL features (think Litematica) like copy, paste, save blueprint, etc.

I have actually seen a few people trying to DIY something like this, so the demand is there. I think moving at that speed to ideate and try things out turns building into a qualitatively different creative medium, at least for people like me who can't close their eyes and see every detail of the Notre Dame click into place.

Also: plants! Planting trees. Hedges, shrubs, flowers... Oh, I'd love this so much. pxdheart

dusky coral
#

Combat 1h Mace Feedback

  1. normal attacks (LMB) missing target. every 2-3 swing don't hit their target
  2. NPC allways cast spells/heal/shield after the stun. normaly, NPC rotate in attacks/spells/casts, but after the stun from mace they allways do a cast first, not like after interrupting from 1h sword where they do other attacks too.
  3. the 1h Mace needs a little buff. it's the weakest weapon with the minimal damage output. it's hard to level up and fight normal NPC with.

pxdheart

frail lily
#

ok i dont post much in here, but this is pretty dumb imo. If i've let my plot expire for some reason, why should i have to be in that same zone to retrieve anything? a redeeming queue should be able to be redeemed from any of your own plots.

rocky totem
#

that's to avoid people abusing the redeeming queue to move massive amounts of material across zones.

bold meteor
#

I wanted to share some feedback regarding the current state of Pax Dei following the 1.0 launch specifically the removal of armor pieces such as Arms of Andrena, Mirrored Breastplate, Ruler’s Pauldrons, and other similar items.

These rare armor pieces were a major driving force for my engagement with Pax Dei. Hunting them down gave real purpose to the gameplay loop, added excitement to exploration, and provided long-term goals that made the grind feel meaningful. Even when content felt limited, the chase for these unique drops kept me motivated to keep playing.

Another important part of that experience was the visual appeal of those items. The shiny steel armor pieces looked polished, detailed, and rewarding to earn. In contrast, much of the current armor feels very grey, flat, and lacks the polish and detail that made previous sets so exciting to obtain and show off. The visual downgrade removes a lot of the satisfaction that used to come from finally crafting that long sought after piece.

With these armor items removed and the current visual direction feeling less rewarding, crafting and progression now feel significantly more empty and less motivating. Without rare, aspirational pieces to chase—both mechanically and visually—the core loop becomes repetitive more quickly.

I understand the challenges of redesigning systems for a full launch, but I truly hope you’ll consider reintroducing these items or adding new rare, visually striking armor pieces that bring back that sense of discovery, reward, and progression. It was one of the strongest elements of the game for me and many others.

Thank you for your continued work on Pax Dei. I’m sharing this because I really enjoy the game and want to see its world and systems continue to grow and thrive.

mighty leaf
hollow pendant
#

when we walk on roads we shouldnt use as much ro hell ANY stamina imo...'

rain pollen
#

I suggest bow changes in the form of new arrow types.

Square Tip Arrows: Cause Stagger on hit (reduction in move speed by 25% for 2s) and reduce available stamina instead of causing damage.
Barbed Arrows: Cause Bleed on hit (2% true damage per second for 5 seconds. Stackable. Cannot penetrate plate armor.) Bleed effect can be cleansed.
Bodkin Arrows: Can pierce plate armor. (75% chance of piercing plate per shot) Deals 15% increased damage to plate wearers upon armor pierce. Causes Armor Shred. Stackable with BattleAxe effect.
Nightshade Arrow: Reduce Movement Speed of target by 25% for 4s. Stackable up to 100% effect. At full stacks the targets is paralyzed for 2s then stacks reset. (Can be countered by alchemy elixir which prevents paralysis, but does not mitigate the slow effect.)
Hunting Arrow: A conversion of the current arrows to this. Damage to mammals increased by 50%

All of these arrows tips and purposes are historically accurate. This expands fletching nicely and gives bow users new options based on ammo types rather than giving bows various abilities. I do still believe there should be a rebalance in range versus base damage for different bows to give people new options in loadouts.

slow token
#

Porrly parted chamois is harder tier than parted chamois..... just a text issue imo

deep sandal
#

also think would be a good idea for mainframe to look into hiring some new world devs since its shutting down. great game that could add lots to this.

quaint ice
#

This is an MMO, and as such, the time invested should feel rewarding, specially when the professions are so insanely time-consuming. In any combat system, it's unthinkable that someone who has spent thousands of hours fighting and honing their skills are rewarded with just a little bit more damge with a steel weapon. It's unthinkable that someone with 10 hours and a bronze weapon can execute the exact same skills than someone with level 40 and a steel weapon that took thousands of hours of the crafter's time to make. This is why steel is useless. Please, block the weapon skills by tier so people who have put some effort and time into the game feel rewarded propperly. And that won't only help the fighter feel a reward, the weaponsmith will feel rewarded knowing that the top tier items they're making are useful. Right now maxing out weaponsmithing only serves to burn the crafters out. The only reason to get to steel in weaponsmithing is to be able to craft the tools with a decent fail/success rate, not to craft steel weapons because they're useless

valid robin
strange pond
#

people already leaving the game . make the game more rewarding . give people incentives to stay because the grind and the sub and lack of " content" is turning people off . pvp aint going to fix it. build a solid pve experience first.

vestal kettle
#

Hello, my last symbols as a suggestion for pagan pax dei and others. I hope you like them!!

crude raven
quasi nova
#

You really should be able to write in chat without breaking emotes.... like laying down

frail lily
# rocky totem that's to avoid people abusing the redeeming queue to move massive amounts of ma...

if someone pays money for a plot, and takes the time to let it expire, they should be able to redeem in more places than the petra they MOVED from. Even if they have to do jump through some hoops..like my example. i moved from kerys retz to inis galia atigny. I PAID MONEY for the game for x amount of plots. i planted x plots. I decide not to renew ALL plots, as is my prerogative. me and my wallet should not be punished for something that doesnt seem to be stated ANYWHERE when abandoning a plot, that you can not redeem them except from the petra of the zone they were left in.
if this remains in effect, you need to be sure it states it VERY clearly that this happens

soft raptor
#

Wish you could put a plot inside a plot and just make the diameter larger.. would get rid of that annoying middle bit that you cant build on...

peak zealot
trim solstice
#

Can I please get a dog or a house cat? Weather would be nice too but come on, kitty! Doggyyyy. I want to pet that dawg.

pallid oasis
#

pxdheart 😉 <( Did I already say that I was pleased to play Pax Dei? )

latent turret
#

Hello Developers, I am really enjoying playing Pax Dei, and I understand the idea is that the Developer's expectation is that large groups have to coordinate to explore the game fully.

With the release of v1.0 and the introduction of Xbox players, the number of players has spiked. However, when I logged in today, the majority of bases are now red and disappearing daily. I am fearful that the server player base will return to the September Steam chart average player number of 200.

As I said, I enjoy this game and would like to continue playing. As the content is designed for large groups, both dungeons and gathering, solo, duo and trio players (going out on a limb to say the norm) are excluded from the game in the long term and struggle with a feeling of progression. This, I believe, will lead to a large proportion of the player base abandoning the game. (see the majority of bases that will be disappearing in the next few days).

Is there any thought being put into having servers scaled for smaller groups?

paper salmon
#

IMO reducing animation time in combat will be good enough to make more dynamic combat. Please do max animation to 1.5sec.

reef heart
#

Blacksmithing, Armorsmithing and Weaponsmithing

At the moment are blacksmithing making tons of components, and Armor-/Weaponsmithing pumping out one finished product after another. Could it be an idea to change it a little, and move more specific components over to Armor-/Weaponsmithing? It would:

  • Reduce the amount of actual items crafted to level up
  • Give more XP from components to the armor-/ weaponsmiths
    The amount of XP blacksmiths gets compared to armor-/weaponsmiths is crazy. Leveling up blacksmithing making trivial pieces faster then I am leveling up moderate pieces in armorsmithing

Weaponsmithing
Some components for finishing the actual weapons.

  • Sword Blades & Sword Hilts
  • Axeblades & Axe Handles
  • Spikes & Spear Shafts
  • Knifeblades
    all the items would still require bars, sheets, etc from blacksmithing

Armorsmithing
More components for finishing actual armorpieces. One thoughts is that sheets have to be processed into things as apart of the armorsmithing process.

  • Lames
  • Cuirass
  • Tassets (Upper thigh protection)
    all the items would still require bars, sheets, etc from blacksmithing

Blacksmithing
Would get less components to craft, but could maybe add

  • Frames for signs
  • Metal rings/bands for barrels, chests
  • Locks for chests and doors?
  • Repair kits? for simple field repairs in dungeons?
    • As some tend to be a bit over-zealous 😛
  • Horseshoes for the future if horses are introduced?

Just thoughts that I think could help in its own way.

dusky coral
modest wind
#

please give us an option to have the compass on without the big watermark on the side of the screen.the you in pvp mark that will kill my oled tv.

gilded rivet
#

Let's get some more reasonable resin drops. It makes no sense to me that I can hit 20 tiny trees and end up with 3 resin, then 20 massive trees and still get 3 resin. It's too useful and naturally plentiful to be so sparce in this world.

soft burrow
#

Populate the empty POI'S, massive castles, churches and the standing stones etc.

Add another level of interest and maybe some quest reasons to visit them, rare loot, parts for unique benches

neon yarrow
#

Armorsmithing is my biggest issue at lvl 17, its taking a lot of ore wood/charcoal and nothing to make other than pilgrim gloves II which are giving very little exp and still costing a lot of ore, my next option for saving a bit of ore is wrought iron heaters of which I get maybe 15 of 20 with the armor smithing blessing. Grind still feels extreme.

gentle jackal
# vestal kettle Hello, my last symbols as a suggestion for pagan pax dei and others. I hope you ...

Suggestion to devs, you could make special axe with which if you chop a tree down in your plot the tree would not grow back and if you chop it with normal axe it would regrow, could call the axe '' deforester Axe " and if the plot be unclaimed the trees would grow back as normal, you could even add option in plot settings " vegetation regrowth' toggle on and off incase someone chop tree with deforester axe and they decide they want that tree in theyr plot they could toggle setting and wait for it to regrow.

supple inlet
#

It could be, but since they can't even solve the problem of a cut tree not growing back in a plot area, do you think they can manage to make it grow sometimes and not grow at other times? 😄

silk vault
#

⚔️ Thoughts on The Battle for Lyonesse

I don't mind the seperation of PvPvE and PvE aslong as it is done properly. In it's current state, solo (ratting) pvp naked sneaking around getting resources is incredibly easy to do, especially with the teleport to Petra System.

With the upcoming Verse 5 Update, clans will have the ability to build around shrines. How chests will work in this area, I don't know, however, with the current ability to teleport, there is no necessity to defend a castle. You stock up items, get attacked, see its a losing battle, so you grab all your good gear and teleport away to the homelands. It makes for bad gameplay.

My suggestion is that any resource farmed in Lyonesse is tagged as such. With this in your inventory, teleportation quick travel should be unavailable until it is taken out of PvP. This forces clans to pysically run the items they have farmed from their shrine to the homelands to ensure its safety. By doing this you create lots of fun gameplay possibilities, such as castle seiges which need to be broken before you can get your resources safely home, crafters consolidating mined ores into ingots to make transport easier, ambushes and chases across Lyonesse, a real threat and thrill, risk and reward system.

Please get this seperation right. As someone who enjoys PvP for the right reasons, not just murderhoboing - working hard to get a seige going, just to have a whole clan teleport away with the loot will not make for an enjoyable experience. The former, however, would make for some really great experiences unlike any other game.

shell meteor
#

We really need dungeon NPCs that move around with actual, interesting mechanics.

thin trellis
# peak zealot Founders Packs were only available until October 6. If you purchased your pack b...

Thank you for replying. I was kind of hoping that me playing 210 hours in 3 weeks and wanting to stay for years would make some people want to help me. I feel like a secondclass system (edit citizen) only because i learned about this amazing game three weeks too late. It does put a damper on the experience. And now i am also scammed out of 250 euro by K4G. I would have rather supported Mainframe with this money. We all lose. I am trying to recover and keep playing the game as enthusiastically. I don't want to come across as salty but i am sure you can empathize. It does not even have to be called founders pack, "new beginnings pack" or "launch celebration pack would be fine for me. I will leave it there.

simple shadow
#

Dear Devs,
Here is a list of things that I would greatly appreciate having added to Pax Dei.
-Take all button on the crafting stations,,
-the ability to craft wagons/wheelbarrows, a great visual storage on my property, could use it as temporary transportation for traveling sales/gathering if placed road adjacent - make it last 4 hours so the risk of farming too long would make you lose it. could be lootable in Lyonesse.,,
-farming. I'd love to grow crops or plant flower gardens,,
-animal husbandry. Please add chickens and pets. Maybe make us catch them in order to raise them in pen areas. I'd love to have a fox living in my garden.,,
-fishing. while I personally don't like to fish, I know many do and it would be lovely to see fishermen.,,
-Curtains, glass vases, books (opened/closed for bookshelves) stuffed leather chairs (can require leather crafting, tailoring, and carpentry skills) bedding/pillows,,
-Random spawning chests. Not in fixed locations, with maybe some gold, cloth, ore, or even enchanting materials.,,
-Wyverns in Lyonesse. We hear their calls. Please make them visible.,,
-Interact with items while seated. I'd love to use the chairs at my tailoring station and still be able to interact/craft.,
-Clothing dyes. Please add in the ability for alchemists to make dye.,,
-Alchemists need more props. Glass vials to put on shelves. Mortar/pestle. Items separate from the table.,,
-Tailors need baskets of cloth, piles of yarn balls.,,
-Leatherworkers need piles of leather.,,
-Armorsmiths need armor racks.,,
-Weaponsmiths need weapon racks.,,
-Mannequins. We'd love to show off that extra armor we have collected.,,
-Wardrobes. Tall wooden cabinets are lovely, but I'd love to have large wardrobes.,,

This is all I can think of for the moment. Thank you for taking the time to read and possibly add these to your to-do list.

Love and appreciation,
Pamela

rotund spire
# simple shadow Dear Devs, Here is a list of things that I would greatly appreciate having added...

great ideas. I would also like to have teleport not have a grace cost. We have asked for mounts since the beginning, but since there are none, we should be able to port to stones once unlocked for free. Especially now that you have added a plot paid for by grace and the prayers also casting grace. Also being a tailor, I aam being held up by not being a lvl 20 bs in order to craft silver ingots to make silver buttons. It is unnerving when I am locked in tailoring behind a skill for another that is higher that what I am trying to level tailor lvl 18 due to being a healer. Also the only way to really level my staff is to follow another clan mate around to heal him for the exp on one of the 3 healing staffs. doing 30-50 pts of dmg per fireball on a single tgt doesnt allow for fun gameplay solo. Maybe have a splash concept that allows for this or a dot like the gloves had before release? You can also make a dps staff that will match the type for the healing so we have a choice in the matter. I am also frustrated as a healer in party that has already been discussed as canceling a cast mid cast

slow token
#

with new update, my game seems to keep crashing

viscid mesa
#

As a noobin crafter in the game I would dearly love a craft # ability.

sly shadow
#

After discussing it with several people, I think it would be a good idea to include one or two exclusive resources in each region. This way, trade between provinces would be stimulated and wouldn't be entirely isolated.

solemn sequoia
#

I'd like to see Pickaxes and Axes have their own spells like weapons. Spells could increase yield for a certain amount of time or lower degradation for example.

hazy venture
#

My feedback of the week is: Spend the same percentage of development time on PvP as the percentage of the playerbase interacting with your PvP area. Thank you kindly from the PVE community.

subtle gull
#

✉️ Dear Devs – Pax Dei Wishlist

Quality of Life Improvements

  1. “Take All” button on crafting stations
  2. Ability to interact with items while seated (e.g., crafting from chairs)
  3. Clothing dyes crafted by alchemists

Immersion & Gameplay Features
4. Wagons/wheelbarrows for temporary storage and transport (lootable in Lyonesse, also decayable)
5. Farming: crops, flower gardens
6. Animal husbandry: chickens, pets, foxes in gardens, a stable to house horses.
7. Fishing for those who enjoy it

Decor & Crafting Props
8. Curtains, glass vases, books (open/closed), stuffed leather chairs, bedding/pillows
9. Alchemist props: glass vials, mortar/pestle, separate table items
10. Tailor props: baskets of cloth, yarn balls
11. Leatherworker props: piles of leather
12. Armorsmith props: armor racks
13. Weaponsmith props: weapon racks
14. Mannequins for displaying armor
15. Wardrobes for expanded storage

Exploration & Adventure
16. Random spawning chests with varied loot (gold, cloth, ore, enchanting materials)
17. Wyverns in Lyonesse — we hear their calls, let us see them


Closing:
Thank you for taking the time to read and consider these ideas. Each addition would deepen immersion, strengthen community creativity, and make Pax Dei even more engaging.

Vanreed

vale shadow
tranquil marsh
#

I am a founder but missing several recipes such as the wyvern beams and wyvern sconce. I made a new charachter and found I was also missing several griffin recipes as well but still do not have the beam or sconce on the 2nd character

cursive junco
tropic fossil
#

Good evening, will Russian language be added to the game?

shy grotto
vague pine
#

Hello. I have some ideas for you that can make your game more interesting

  1. algae underwater at different depths and different levels of underwater breathing potion.
  2. the ability to arrange PvP in the wild lands, but so that when a character dies, only his backpack can be looted.
  3. so that while crafting one item, we can see in brackets the quantity of another item that we can now make
  4. and please make it so that the character can move during the strike, and not stand as if without movement. is to add speakers
restive cypress
#

A quiver slot, new craftable item (quiver) that adds some kind of stats and/or modifications when using the bow, and a mini inventory specifically for arrows

main path
#

Just a thought. How about a greenhouse?
Grow over time station
1 per plot with 4 slots
Build requirements:
1 Carpentry Table
1 Cooking Table
1 Pottery Mold
120 bricks
20 Fine wood Beams
50 Fine wood Planks
40 Fine Wood Long Stock
20 Fine Linen Cloth
100 Clay
Each crop is available as the player discovers it. Each slot will require 5 of the plant and 40 water and will return 20 of that plant. Time to craft will be the standard spawn time for that plant.

west pebble
#

Tiny Geometric Blocks

Allow carpenters to delve into sculpting and fine stone masonry/wood carving in level 31-40 by unlocking small 1x1 cubes, pyramids, and spheres, and cuts of material (any building material - wood, stone, limestone, granite whatever) with different angles cut out of the edges, hard angles, gradual angles, rounded edges. In this way, masterwork carpenters would be able to craft sculptures using their imaginations, custom decorations and countertops, and many more things. There really would be no limit to what we could build with these simple geometric blocks. (also, different sizes of these blocks would allow time saving for larger sculptures and more customization, i.e 2x2, 3x3, 4x4 of the same shapes.)

silk vault
rotund spire
#

this game is dead already. there isnt enough to keep people here other than massive farming. so many red spot on the maps. v5 will only be for a select few for the pvp stuff and a couple of diff size rugs, some kitchenry and some labels for the boxes??? STAND BACK!!!

hardy hollow
#

Potions and jewelry require reworking. The stat addition from jewelry isn't worth the time, and the healing from potions isn't significant to make a difference in a battle.

strange pond
#

Its a little alarming that after an announcement. Instead of cheering for the announcment people are already talking about features we dont have.

My point of feedback though the economy. Its not working.
Grace is too expensive for how much you get.

The economy doesnt flourish because people are to busy spending their gold on grace and fast traveling.

The game wants us to travel for things. Yet its SO expensive to get from one map to another.

Low pop servers have 0 economy. As group content is impossible due to lack of people. Economy cant start because lack of people.
Theres nothing to do for pve outside of low tier combat, so crafting happens. And because of the grind. People dont have much need to buy anything because they already need the same things to lvl.

Armor and weapons and stam food. The only things that sell. They sell In low amounts. Not enough to stimulate an economy for EVERYONE.

The sinks are now deeper than the returns.

Systems working against systems.
We need quests. Buy orders. Higher gold gains, better passive grace gains. Maybe from buildable items you get as special loot from various content (at all lvls)

The group content enemies are not worth it.

Theres no droppable loot items that are worth farming for besides high tier sigils.

Give us actual loot drops, usable Items you cant craft and are only findable in the world. From exploration, quests, named enemies etc. Such as gear sets, buff items, building items etc.

People are leaving because the monthly sub doesnt justify the content. And the maintenance and lvling costs are too high.
Pvp is the wrong focus right now.

feral grotto
#

As a group of hardcore PvE players we would love more group content and rewards. A lootable chest at cult sites and interesting places to reward exploration would be a great way to reward the weekend adventures with our gang.

During the week we all grind but on the weekends it would be nice to do some exploring and fighting. It’s not every week we can gather a large enough group to try a dungeon.

I understand the dream you have with a pvp world completely driven by the players but if the players feel the world is empty then they won’t stick around for that long.

quaint ice
# strange pond Its a little alarming that after an announcement. Instead of cheering for the an...

you wanna know why this channel is not overflowing with praise messages for the announcement?

Because it's too little, too late. What's the PVP in this game even worth for? you can claim land, yes, but then what? what benefits do we have by owning land in Lyonesse? The only exclussive mats there are the ones needed for enchantments but... why do we need that? just for the PVP? because there's nothing in the game that encourages you to have the best gear. You can do dungeons in Iron just fine. A game with little to none PVE with PVP as its endgame with no real goal is not gonna last for long... I've personally been 8 months giving feedback for absolutely nothing. They released a beta with core elements missing and the two mechanics that are somewhat "finished" are building, that gives you about 30 hours of content, and crafting, which foundation is crafting the same item 1000 times for breadcrumbs of XP... seriously, I think the devs got us all when they said Mainframe was made of veteran developers from Eve, albion or blizzard... Even with a "small" team, the state of the game after 6 years of development is deplorable...

zenith lotus
#

We are there , Now the new dawn going forward

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 option
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

gloomy inlet
hot fjord
#

I want to take the time to thank the devs for focusing on PvP for the update.

PvP people probably aren't speaking up because we know we are getting what we want in the next update.

As much as people have very valid complaints about the missing content for PvE and economy, they also fail to understand at least they have content.

PvP doesnt have any content at all at the moment other than random fights for no reason. So thank you for adding it.

Then, I agree the shift should deffinately be put to economy and more fun PvE content while us PvPers have fun waging war with eachother over land.

wheat heron
#

Performance on 8GB GPUs is atrocious and NEEDS to be addressed. Most steam users have an 8GB card and the vram fills, even on low, rapidly. I start out for the first 20 minutes with 80 fps and within that timeframe I fall to 40 and then as low as 10 fps. No other game, even those that fill my VRAM, does this. i5 12600k 5060 ti 8gb 32gb ram @ 3200 1tb NVMe.

modest wind
#

my 5700xt 8gig with vsync on 30 fps mostly stays like that but with amd cpu and graphics i also get to use sam

gilded dust
#

Doing a whole dungeons and getting some Lard and Tallow feels really underwhelming and disheartening

worn crown
#

I have a small suggestion the water wells should be on a auto refill not have to q it up or let us go to river/lakes and fill up with water.

half karma
#

Since patch today game will crash randomly after playing for an hour or so, haven't figured out if it's related to night time in game yet that others are complaining about. Alone with crafting issues and everything else do you guys even know what your doing anymore?

deep sandal
#

wish our fireball thing from the staff's would follow the target like the NPC's do...

low shale
#

There should be building items built into all of the trading professions. Props that only an armorer can make for example, maybe even walls and things. Certainly the the signage from a brewer etc should only be creatable by someone who has reached a certain level in that profession.

hollow pendant
#

im not getting experience for some of my crafts...if im mass crafting it doesnt give me like every other exp...iv lost so much exp and materials this is STUPIDDDDDDDD

astral copper
#

Another feature request is to put low level bears in the game. There are tons and tons of deer but it would be nice and beneficial to put in a few low level bears for solo players to be able to hunt them.

buoyant stirrup
#

Are there any plans to make it possible to choose which relics to use in crafting? Like I did with Glue?

quaint ice
weak fable
#

Hello! Suggestions that I think should be implemented: in PvE, when killing enemies, each player in the group should receive an individual drop. You're playing in a group, you kill an enemy, and it only drops one bag instead of one for each player. When you're playing for hours, you start to feel like there's no prize or reward for killing enemies, and then it's no longer appealing. Conclusion: no prize, not worth the effort, not worth it, I'm not going. Individual drops, even if you're playing in a group, seem essential to me, no matter what.
-2nd In my opinion, this game can be boring due to its lack of dynamic content. Let me explain: many players like to enter the game and go straight into the action, but from the menu you can't go directly to a dungeon with random players or to a PvP mode with random players, xx vs xx.
Summary:
-Individual drops

  • Search engine from the dungeon and PvP game menu with random players.
frail roost
#

Please add lower level bears. Innis Gallia is also lacking cotton and rosehips. Please rethink having them in the home areas. Having all the mid-level resources in the center of the map is not working. A few of the areas are able to build very close to the center and it is being farmed around the clock. Those of us in areas further away have to use grace to get close and then still have to run for 30-45 minutes to get to the center, only to find it crowded with other players that have already farmed the area. It's very unbalanced at this point.

chrome quartz
#

Are we able to get more clan options? I would like to see some more variety of animals, like an owl, or boar, or crow, etc. Some additional clan tabard options would be great and help I think a ton for the PvP warring as well for identification.

torpid bloom
sour jetty
#

Bring back UI scaling. There was no reason to remove the setting

thin trellis
# tropic fossil Good evening, will Russian language be added to the game?

Tie Artisan dlc to ingame progression in bow and skinning. The Artisan DLC was previously for sale on steam it says Founders pack upgrade : Artisan. Nowhere does it say it should only be available to founders or people that played during early access. It would add a great sense of achievement if this pack would be obtainable again, but not just for anyone, but for people that actually spend the time ingame to level the according professions. In my mind this could be bow level 15 and skinning 25. At that point you truly feel like a hunter (i do) and you want to decorate your house with this hunter theme. Please consider it.

cosmic ledge
#

Crafting is completely bugged. Moderate Difficulty failure rate is 90%, Easy and Very Easy Failure Rate ist about 75% - across all professions and all skill levels. Did hundreds of crafts. Game is completely unplayable right now and has been for days! We need an immediate hotfix

prisma lily
#

as some recent changes has been made, it's a litteral stepback from realistic and comfortable gameplay:

  • Add back the wolf carcass

  • Remove animal fat required for the recipe of linen oil.

  • Provide a 1st person, especially for building, which has been requested since the start of early access.

grand summit
silk vault
# quaint ice you wanna know why this channel is not overflowing with praise messages for the ...

The complaints about PvP gameplay and updates from PvE players grind my gears a bit. My hope is that they remove teleportation almost entirely and add horses, carts and boats. I think teleportation removes one of the aspects of a hardcore medeival open world mmo.

Theres no PvP cause its so easy to solo rat in Lyonesse. If the teleport was removed, I can gaurantee you will start bringing friends with you to loot Lyonesse for ambergrasp and canonite.

If youre not that sort of person, fair enough. You can buy it from my PvP work and the PvP players who I play with, who are looking forward to PvP.

You need to cater to everyone and just cause you lot arent looking forward to PvP, doesnt mean not everyone is. I just hope they make it so you cant run away so easy.

bleak bloom
#

We need mailboxes and notice boards (where a player could write a few lines about themselves or their home to travelers). For example, they could be made in Carpentry. You can even introduce a profession - postman-courier.

solemn edge
#

why is chamois rump meat not used for any recipe but its in the game, from what i have seen and looked up it has no use. is there a recipe in cooking they missed?

quaint lance
#

We want a notification when we sell something !!!

last canopy
#

Probably an unpopular opinion: Merge the NA servers now that the initial launch wave has passed. Ideally, it would be best to do this if/when we have the ability to pick up our claims as is and move them without rebuilding. I know server transfers aren’t yet available but when they are this should be done imo. Currently, there is enough space to do this on both EU and NA https://paxdei.gaming.tools/server-status

I don’t see a point in splitting the core player base of people who have stayed. There is no difference in the RP and normal servers to justify seperation. If growth occurs over time, that is the time to add a new server.

primal furnace
#

It would be nice if we could have steeper gneiss/granite stairs, so we would not have to use ladders in narrow buildings to get up one floor.

agile oyster
warm tiger
#

A lone player should have the chance (hard of course, but not impossible) to access to the Lyonesse feaudal system.
I mean it would be nice for instance, to be a lone knight that can hold a plot/shrine and still have a few chances to survive.
I know it is a mmorpg but it would be a nice challenge

high token
#

From a distance, the Wyvern Sconce casts light in all directions, without being occluded by its own geometry. It would be much more useful as a light source if it used that simpler omnidirectional light all the time.

vague pine
#

we need purple level items and world bosses from which recipes for these things will drop... and so that these bosses respawn rarely, about once a day

cerulean monolith
#

Please, create new Roles within the guild, not only Lider (1 person), Elders and Clan. Please create at least 10 or something for big guilds.

final marlin
#

Friendly fire turned on in pvp zone. last night we had a 4 man trying to unlock all the points. there was a 10 man clan (Golden Company) camping the Brecilien tp spot. hopping in and out of the safe zone to kill anything that moved. i feel the idea that these players could damage eachother wouldve made it easier to run/fight back. instead we ran out of stamina trying to get through their wall of people into the safe zone and were slaughtered like boar.

ivory mountain
#

With the success of player-written books in other games and the results of the recent poll, Books and Bookbinding (as a profession) really appeals to me. I can imagine wanting to collect rare copies of books for my personal library, various fine bindings and giltings, etc.

Of course, dev-made books and rarity tiers appeals, too. Drops, findable loot, what have you.

silent monolith
#

Character-Editor:

  • Please add a few more hairstyles for male and female characters.
  • More Face Presets to build with.
  • Add more Sliders for Body-Adjustments.
shadow valve
#

definitely should be t5 goats that give people a what's up when they attack them....

clever topaz
#

I know Im not the first to ask for some of this but I'll keep it short just to say I've voiced my opinion. Fix the trees growing through bases pretty please. I dont feel this should be all that difficult to hotfix but Im not an expert, I've played plenty of survival games that have fixed this easily before release and don't see why their systems wouldnt work here.

west pebble
hardy hollow
#

I would like some sort of terraforming/land change feature for your plot. Like being able to flatten the landscape or remove trees and rocks, etc.

Apparently I really stuck my foot in my mouth on this one…Dainen taught me about how this wouldn’t work. So… yea… I can admit when I don’t know something.

vestal sail
civic frost
#

7 for 20 on easy attempts. 35% success rate doesn't sound like easy to me.

sullen needle
#

Came here to say just that Crafting is now broken

tough spade
#

It would be great if we had a flip sign that could go on our door that says we are out when we go off to get supplies and such.

gloomy inlet
# prisma lily as some recent changes has been made, it's a litteral stepback from realistic an...

Linseed oil in this context is traditionally called "dubbin", and traditional dubbin can be made with beeswax, fish oil and lard, so lard is needed for it to be a leather conditioning product. If anything, we should be able to use beeswax as an alternate recipe - https://en.wikipedia.org/wiki/Dubbin

Dubbin (also known as "dubbing" in the US) is a greasy or waxy product used to soften, condition, and waterproof leather. It has been used since medieval times to waterproof and soften leather goods. It differs from saddle soap used to clean and lightly condition leather, or shoe polish, which is used to impart shine and colour to it.
It consist...

south elbow
#

The Crafting Failure Rate is just fine - not going to say what is lost is reasonable - but the fail rate is fine.

Using the C-Key for one each crafting above the green star reduces the 'Fail role' what a 4-Sided die?

I grind at the Hard and Medium Difficulties accomplishing A certain number of each item.

2 each - Clothing - Arms & Armor.

8 Stacks of Food - 3 stacks of Alchemy.

and so on - I move to the next after that - no mercy - no excess.

All components crafted as needed - no more.

Always some remaining - run out and gather more elements as needed.

For Nearly % Verses the Crafting has been in minor flux - but it has nearly always progressed intuitively since Verse One particulars - long since gone.

Now having completed ALL of tier one where the advanced Tools and Bench Kits are at a single Hard Red Clover Peddle.

I finished by Crafting * each of the Iron Three - Axe Pick and Knife [the Knife last.

The Fails at or before the Red Clover Appeared -was it Level 12? - i will check again.

The Fails were Nasty and Consumed over 800 ingots to accomplish.

BUT - crafting the Components and gathering all required to do that in one stand, Nearly.

Was Casual and Intuitive - the Fail Rate was fine, I barely am concerned now Days After.

But tell you what.

The Elder Berries Aside - Scant amounts getting me to the Advanced tools - is nothing compared to the Jewelry Bench.

The ONLY place I have broken the max - and filled a case.

All crafting up to the Gauntlet of the Onyx Three - Fail al through more than 3 dozen onyx gathered since Jump Street

Leaving me with one success - so i crafted one case of copper ingots in to only one case of the Earrings.

Copper is easy - and since it was a grueling 20 fail to one success for the most part -

I reached Level 8? And am gathering the onyx for the crafting of still only 2 Each of the Onyx Three -

glad swan
fresh moss
#

Is it possible to make chests set to private account wide not character based, just like the redeeming que

soft burrow
#

Thralls! yes Thralls! to give us crafting bonuses! tied to our work stations like in Conan Exiles.

modest ibex
#

The fail rates are beyond unbearable and need to be set back to AT LEAST where they were two patches ago. I'm done with this game over it.

I understand by the utter lack of even acknowledging the situation past saying you were "unable to replicate it" that the dev team doesn't seem to think the fail rate is a problem, but it's a freaking problem!!!!

I EASILY went through 5+ chests completely full of horn needles, 8 looms full of fine linen cloth trying to level up tailoring (and I guess let's not even ADDRESS the mat and xp requirements and how absurdly out of hand THEY have gotten either ig).

I stood at at a tailoring table for FIVE. HOURS. today.

I threw away SIX CHESTS full of gloves.

All this, trying to level up tailoring ONE level so I could craft a blue tier 3 Magus' robe of concentration.

It was a "very easy" craft for me,

... AND IT FAILED.

I lost the rare named drop my clan went to a dungeon specifically to find for me, that took HOURS of waiting for this one particular boss to actually spawn that drops it.

Poof. Gone.

Along with all the other mats, like the 12 cracked sigils needed as well.

...A VERY EASY CRAFT!!!!

This.

Isn't.

Fun.

Standing at crafting tables for hours and hours and hours just to gain ONE LEVEL

Is.

Not.

Fun.

Losing rare mats on a very easy craft

Is.

Not.

Fun.

Needing millions and millions of XP and mats, just to throw it all away because everyone else is making thousands of what you also have to make thousands of

Is.

Not.

Fun.

This game used to be fun. It isn't any more.

I'm off to find something even mildly entertaining to play, that isn't just standing there watching my character craft item after item after item only to gain ONE LEVEL IN 5 HOURS and then fail "very easy" crafts, losing rare mats people spent hours hunting down.

.... because this isn't it.

It isn't fun, devs. It's just not.

How many more times do you have to watch everyone leave this game, while STILL nerfing every skill we have and STILL raising fail rates and lowering xp received and raising mat costs and xp limits, before you get the point?

YOU'VE GONE TOO FAR. YOU OVERDID ALL OF IT.

THIS GAME IS NOT FUN.

grand summit
#

The main problem of Pax Dei, it's that they continue to release some new version without any test on it. How it's possible to have so much new bugs (and regression) at each patch ???

It's all but professional.

last canopy
# agile oyster server merge would be rough, imagine how many plots would overlap, end result wo...

Wasn’t suggesting that. It was more along the lines of having one of the servers move into the other with the moving players having the option to place their plots in a new open location. Either way, I think they will offer a server transfer eventually for people that want to move. I just don’t see the purpose of having multiple servers if the population doesn’t support it from a social and financial perspective. At the end of the day it’s a business and the question will inevitably come up whether it makes sense to keep so many servers going vs the population. Currently, there is a lot of free space across all of them.

short nest
#

The game lacks proper economic loops, player dependency, and item sinks
No long-term progression hooks
No functioning economy
Too much grind for too little reward
Systems that punish players more than they reward them

Everyone is self-sufficient
There’s no need to trade
There’s no market demand
Progression is repetitive, not meaningful

Most healthy MMO economies rely on:
Buy orders (what people want)
Sell orders (what people offer)

Without buy orders:
Crafters don’t know what to specialize in
Gatherers don’t know what’s profitable
Everyone just hoards instead of trading
Markets become display shelves, not real economy hubs

Fix:
Add buy orders + price history + item demand indicators.
Even simple browse-only buy contracts would massively help.

To level up you have to spam craft the same item over and over.

The leveling system currently:
Forces you to produce thousands of useless items
Doesn’t care about variety
Doesn’t reward creativity
Floods the world with junk nobody wants
Players get bored because: Crafting is grind, not progression

Fix:
Introduce alternative progression systems:
Crafting XP for variety, not repetition
for completing player contracts
for repairing items
for quality-based crafting outcomes
for delivering items to NPC caravans

Failure rates seem too high and you can lose painful materials.
This creates fear of progression instead of motivation

Players stop crafting high-tier items because:
Failure=lost time
Lost time=frustration
Frustration=log off
If a game’s main loop is painful, players leave

Fixes:
Guarantee partial material refund on failure - special materials dont get lost
Failure = lower durability or lower quality, NOT total loss - lvls 1-2-3 3 being master crafted item
Add artisan gear that increases success rate
Allow player to select lvl they craft the item at
If needed adjust level's items are crafted at

Risk should feel exciting, not punishing

vague plaza
#

Serious issue with base alterations. I built my base, have it all set, then decided to add an additional shelf on a floor and extend the foundation at the base. After placing them, then deciding to remove them, many of my chests and signs around the area that were perfectly fine before adding them, were destroyed as if there was a stability issue. Incredibly annoying and I am reluctant to make any further changes for fear other parts may "go poof".

obtuse latch
#

Could we plz have a better way of moving stuff on plots then the current way id even pay for it with real $$

reef jacinth
#

I think everyone would agree with this proposal for implementing. Please ignore if this has already been suggested. I would love to see a '' moving service'' that a player can use once per month if they want to or say every 60 days so this cant be abused. So if someone like me when i started i wasn't aware of the better location or somewhere i find more appealing because of the landscape or its strategically closer to certain resources i want to focus on rather than other. this service would provide us the ability to pack up all our items in one plot into a pouch that's available once the set time has passed and move to another existing plot set already. i think it could solve a lot of time for many that would like to move somewhere else .

idle veldt
#

hey the blue boarder we should be able to toggle on and off cause when you building you barly see what you doing

glass spear
#

Allow us to enable PvP on our plots, with some mechanism to avoid people griefing with the function. Maybe it only toggles PvP on for the clan. But it would be awesome to have a controlled environment to:

  • host player driven tournaments
  • practice pvp via skirmishes
  • create pvp mini games, such as build mazes that you have to get through while staying alive against an army of archers

etc.

west pebble
# strange pond Its a little alarming that after an announcement. Instead of cheering for the an...

I agree with everything except the gold gain.

If players got the same amount of gold or more gold it wouldn't fix the economy in any way. The issue is that there aren't enough players and enough skill trees to split the time and resources players need to level up.

We need more diversity in the number of skills, the number of items within a skill that are crafted to level up, and more players in general.

If everyone needs the same items/materials to level up, and everyone is basically able to level up every craft to level 20 fairly quickly, then everyone's grinding the same stuff and selling the same stuff, so no one will buy it.

Also needs to be an herbalism skill for picking fruit and plants, which increases how much stuff you pick up at higher levels (and maybe you unlock seeds and stuff at higher levels which you can separate from the plants, or turn some plants into powders) but that would add more diversity to the gathering skills and take more time to level up another thing, which just helps make a more diverse market which is what's needed.

glossy briar
#

Jewel crafting

Rings and amulets:

Eg: low/med/high teir: 5/10/20%

Things like more gold from looting corps, leather, heartwood, high end gems, luck when crafting, chance at a bonus craft ect

Things like 2% chance to reflect damage, refresh ability's. heal health or gain bonus damage.

Food for thought.

modest ibex
# gloomy inlet Maybe use your blessings

This is a non answer. This puts the impetus on players to use their own grace to craft very easy items in order to ensure a reasonable success rate (which even the blessings do not ensure) rather than putting the impetus on the development team to stop shooting for the moon with their greed by causing every player to experience infuriatingly high fail rates on crafts they should EASILY be able to manage (hence the "very easy" status), in order to milk every last player left out of every nickel and dime they can get from them by trying to chain them to resource gathering loops and crafting tables for another month of sub money.

DEVS, IF YOU WANT MONEY, AND YOU WANT CUSTOMERS, MAKE A GAME THAT IS FUN INSTEAD OF BEING LAZY AND ADJUSTING BALANCE OVER AND OVER ON AN ALREADY INSANELY UNBALANCED AND BROKEN CRAFTING SYSTEM.

That's the answer.

Add content.

Clouds are not content. A goat is not content. Markets as a lazy and ineffective stopgap to attempt to stop people from complaining about the thousands and thousands and THOUSANDS of items they have to craft to level up then throw on the ground is not content. Reworking pvp AGAIN is not content.

New biomes, new storylines and lore, new dungeons that aren't lazy copy-pastes of old dungeons in stretched map areas, new gear that isn't lazy copy-pastes of the SAME gear all the way up a skill tree that people actually WANT to craft and use, etc etc etc - these things are content. (Since the dev team seems to have a hard time understanding this concept...)

Wanting a "social sandbox" game as your vision is fine. Expecting players to stay and pay you for an empty world with a broken crafting system in which they must create ANY content worth engaging with (by only focusing any updates in nearly a year on pvp, this is what you are doing) IS NOT FINE. It is being

L
A
Z
Y

And refusing to develop the game your job is to develop, while shutting down and ignoring every bit of feedback about what players actually WANT because you fired your entire team and no longer have anyone capable of actually developing the game you're now scratching your heads about and wondering why no one will stay in longer than 1.5-2 months, but refusing to hire people who can actually get the job done.

This game was an incredible idea with endless amounts of potential to be the prefect medieval mmo, that was instead horribly botched by what may be the least responsive, most tone deaf dev team I've ever come across.

Expecting the players to create stories and villages is fine. Expecting players to pay you monthly to access your servers is even fine.

Expecting players to swallow your trash leveling and crafting system and ALSO create any sort of value and interest themselves, for a game they're paying you monthly for, is why this game is failing.

Not "will fail." IS ACTIVELY FAILING.

Again.

PS - the same couple of people putting 29 reactions on something they disagree with =/= "everyone disagreeing," that's just a couple of people who need to touch some grass instead of trolling people's feedback to simp for a broken game lmfaooooo

primal furnace
#

Please let items only be repaired by players with the skill to craft them. If you do not have the skill, how would you be able to repair it?
I suppose duct tape was not invented yet, so my high level sword would require a high level weaponsmith to bring it back in shape.
Ofc it would need some kind of system, where I can place my item into and the repairing expert can not keep my item instead of repairing it. So it would have to be something similar to the market stand, where I can put in my sword and some reward (gold or even some stacks of ingots, ...) and once repaired, the reward changes ownership.
And ofc the repairing craftsman should get some xp for the reapair process as well!

short nest
#

What Would Fix Pax Dei’s Economy

  1. Real item sinks
    Faster durability loss
    Repairs using materials - more skill less repair material needed
    Tools that wear out faster
    Consumables that last a reasonable amount of time

  2. Buy orders & contracts
    So players know what to gather and craft.

  3. Specialization incentives
    Make mastery matter

  4. Rewarding alternative progression
    XP for:
    Repairing
    Delivering
    Filling orders
    Resource processing
    Quality crafting
    Instead of spam-crafting trash items

  5. Reduce punishment crafting
    Failure should:
    Downgrade an item
    Reduce quality Or durability
    Never delete hours of gathered materials especially special items

  6. Add NPC demand sinks
    Examples:
    Town building projects
    Caravan contracts
    Guild war supplies
    Seasonal festivals
    Randomized world orders (e.g., the “King needs 10,000 leather this week”)

These create global demand spikes.

The team introduced subscription for funding, to keep that funding going people need to continue to be engaged. PVP is great, but without an economy there wont be any players etc.
NPC - people will have a big cry about this, It could be removed further down the line or be taken over by players once a functioning economy exists.
I would have these centred at the Petra dei, with upgrades. It also centralises players to meet

Reduce cost of fast travel to petra dei for ones you have visited until. maybe 1 grace to encourage movement.. Need to be able to move goods around. (only truly beneficial once real economy exists)

With how things work right now to balance I think:

  • Amount of food produced per craft needs to be reduced (xp per craft the same)
  • Weapons/armour/tools need to wear out more quickly AND/OR increase the amount of materials needed to craft weapons/armour (or reduce supply of raw mats). increase xp gain for the craft, ditch failing crafts as mentioned above
valid robin
meager tangle
trim solstice
#

I want to smooooooosh Black Desert Online and Pax Dei together. Black Desert has weather, ships, farming, amazing combat system. Pax Dei has amazing style, environment and the fact you can build a base anywhere is fun. Also love the non p2win aspect but it is clearly missing a lot of things that makes a game fun that do exist in Black Desert. Combat needs some work and so do the npcs. It's all very basic right now.

short cobalt
#

People keep asking for tools and armour to break faster but if they do it any faster this will feel like a mobile survival game. The way it is now is enough, please don't change that.

prisma nest
#

my pax dei wishlist:

  • frost/fire/wild/arcane/etc. magic spells,
  • mounts,
  • faster traveling on roads (running speed x3 on roads like in New World),
  • bigger inventory (ill pay euro for this!),
  • improved combat (dash, dodge, crouch, etc),
  • visible weapon enchantmenst (like flaming/freezing sword),
  • much more armor/weapon skin types (only 2-3 skin/type seriously?),
  • armor dye, colorizing your armor,
  • emote sounds
  • in-game one button push voice chat (without discord),
  • much more visible ore deposit (basically iron and pure iron deposits uses the same skin),
  • crafting fix... after patch higher level crafting than easy not worth it, moderate and higher fails way too much, too high risk to lose the hard earned mats,
  • incerase the boss spawn rate (18% only? lol? 3 hours dungeon runs and only gets 1 or 2 boss only... thats disappointing)
  • reduce the loot chest 16 hour loot timer or make it to drop useful loots (sigils, relics, etc. not this alchemy extracts lard, tallow and same things like this craps),
  • loot chests for world ruins
  • bow skills
  • much more ranged damage dealing possibilities (throwing spear, bow, crossbow, magic spell - npc's can use it, players why cant?)
  • spell schools: fire, ice, arcane, necromancy, nigromancy (demon summoner), illusions, charming, curses, and so on),
  • jewelcrafting (give player stats and spells!!!)
    etc
    etc
    etc

make this game great, it has so many potential

gloomy inlet
fresh wave
light pike
frail lily
#

im not going to ping Pamela or the person above. while i agree with the statements, i feel there are way more important things to fix first.
crafting is number one to fix. using your grace to be able to craft things for 30 minutes is fine if you need a boost. when the crafts are yellow we should not need it.
combat is alot better than before, grinding the higher end of weapon skills might still need to be tweaked down slightly.
and finally, better plot/chest permission system.

then... get on about the ideas these 2 spoke on.

soft burrow
#

Regardless of the hate and thumbs down I know this will get, I am going to suggest it anyway, for the greater good of the games future.

Give the player base what they want!

Add a cash shop

Give us dyes to buy!

Give us building sets to buy!

Give us a transmog system! outfits and weapon skins to buy that make our characters more unique

Nothing pay to win, but things people will buy and add more revenue and longevity to your business.

solemn edge
#

For at that is holy can we please fix the resetting animals and bears. cant kill a single bear solo or with a group because everytime they get to quarter or half health they reset. literally cant kill bears right now

stark nebula
#

Lyonnaise pvp zone and even global Ore node change to become larger but less dense than currently. This would
Encouraging Community and Trade: Larger, rarer nodes promote interaction and a player-driven economy. Instead of every player gathering all resources independently, the concentration of valuable ore encourages:
Specialization: Players may focus on specific gathering skills, leading to a need to trade with others who have access to different large nodes.
Cooperation: Clans or communities might form around large, shared mining operations, fostering social dynamics and RP opportunities.
Territory Control: Concentrated resources can become focal points for defense and trade, adding a dynamic layer of conflict and negotiation that aligns well with an immersive RP setting.
Reducing Resource Bloat and Server Load: Fewer, bigger nodes reduce the sheer number of individual resource objects the server needs to track and manage, potentially improving performance and leading to less wasted, unmanaged materials across the map.
Enhancing Immersion and Exploration: Large, rare deposits make finding a rich ore patch feel like a significant discovery, rewarding exploration and creating a more meaningful sense of progression than constantly stumbling upon tiny, quickly depleted nodes. It also makes the world feel less "littered" with numerous small, scattered nodes.
A More Logical World: In a role-playing context, it is more immersive to discover and exploit a substantial, deep mine than a multitude of tiny, easily exhaustible surface-level rocks, which can make the world feel more grounded and realistic.
This approach shifts the gathering experience from a constant, minor chore to a more significant, community-oriented activity that aligns with the social and economic focus of RP servers.

thin trellis
onyx beacon
#

IMO Id say one of the biggest issues with XP in crafting is the batch crafting, there is no XP gained from it and most of them there is no recipe for a single version, maybe add recipes for a single version of these.

Also can we get an iron ingot recipe for pure iron? Maybe recipes for actually making the gemstones into gems for Jewelrycrafting? Kinda funny it has Jewel in the name yet we dont actually make any jewels at all, lol.
While were at it could we maybe add some stats to jewelry? Currently I dont even bother leveling it as theres really no reason to for me since they dont really do anything for you unless you go into the pvp zone for the materials needed for enchanting. Which I dont go as there are some large clans literally just ganking people as soon as they get into Lyonesse, so most dont even go there as its pointless with that current situation going on.

gritty gale
#

Hey there! I wanted to throw out some ideas for dungeons. Currently, its very deflating spending a good chunk of time to get to a dungeon/cave, fight your way in, only to discover there isn't any (or very little) actual bosses within it.

Here's an idea...

Dungeon loot revamp:

-Named Enemies live in the dungeons full-time. (removal of placeholders)
-Relics drop from named enemies, but relic quality / level varies by percentage

  • 5 percent chance: Epic level (version) relic (higher item level / durability / etc / unique color or appearance)
  • 25 percent chance: Standard / Rare level relic (current in-game)
  • 70 percent chance: Tattered/equivalent material used in crafting. Material based on boss type.

Named Enemies/bosses should always be in a dungeon safe-guarding its loot from outsiders.

I also would like to see 1 mega named enemy; bigger and badder; at the very end of the dungeon (harder to kill that incorporates combat/game mechanics of sorts that has a chance (5 percent) to drop a "legendary" tier item.

P.S. (not related but I wanted to mention it) Please adjust/buff the xp gained from killing bears. Lv3 black bear, which is pretty difficult to kill and really hurts >.<, gives about the same if not less xp then a lv 3 boar/goat.

velvet crescent
#

I think it would be a nice QoL improvement if all recipes for metal sheets, i.e. iron, wrought iron, would change from 2 ingots for 1 sheet to 10 ingots for 5 sheets per craft. Or at least give another recipe for this option. Crafting 600 sheets from a single inventory of bars is a pain and just waste of time, especially when the crafting occasionally gets stuck and wont progress unless you interrupt it and start over, which means walking away and leaving the pc on to just craft it is not a good option

feral grotto
#

Since the plots distend as other people put down theirs around you I would need, not only the core plot to be marked but also your own extended plot if you put down another. Now I'm in a situation where I have no idea where my actual plot border goes to my left since another player has ha plot there.

And other persons come ang go so it will likely disappear in a week. This leaves me with the problem since I have to build smaller because I have no idea where my plot border is there. Either mark that boarder properly like you do with the core or give me the option to not morph with the neighbour next to me.

Related to this I would love a grace period, pun intended, where I can put down my plot but uproot it for a full refund. Say an hour or two. I put my plot down and after starting out I realize that this wasn't a good place at all. Just wasted a token/grace.

weak fable
# modest ibex This is a non answer. This puts the impetus on players to use their own grace to...

I completely agree with this comment. I already wrote a review and the community that participates here voted negatively, which means that apart from the developers, the community that plays here wants to see this game fail. And it's not just my opinion; you only have to look at the numbers of active players, which are decreasing and will continue to do so. What is the problem with this? Players who stop playing don't come back... Ask New World about that, haha. Apart from the problems it may have, which I don't see as important enough to warrant an immediate solution, such as more inventory, improving trade, mounts, professions, improving the character's PvP and PvE by adding dodging, etc. The main problem is how long it takes to create game content and the lack of drops. Important ------Individual drops------, and game mode from the----- menu----, both for -------PvE ------- and ------PvP------ and more dynamic combat, they look like Playmobil figures fighting each other. Right now, this game is a simulator of walking around the map. You enter the game and walk around, farm, and build your pretty house (construction in this game is the only thing that's good). And this, dear friends, is the biggest problem you have. You won't want to fix it, fewer people will log in every day and those people won't come back. Many players already know which game they've gone to, and why? Because they log into the game and immediately start PLAYING, whereas here you log into the game and you're just WALKING. This game has a lot of potential, but don't be fooled... that potential won't last long if it isn't fixed quickly, because players who leave the game won't come back. My opinion is that if you don't fix this issue, which I believe is a priority, I'll switch to another game and wait for Chronos Odyssey to come out.

terse oxide
#

I think the greatest thing that we need to balance the economy is ... Buying in Market Stalls.

What does this mean? Well, rather than setting up a Market Stall to sell something that you have produced, you ask to buy something that you don't have. Need Iron Ingots? Say that you'll buy up to ❎ Iron Ingots at 🪙 price per 🔢 item (for example, you could say that you want to buy up to 400 Iron Ingots, at 5g per 10 Ingots.) If a crafter wants to gain some extra money, they see that someone in their zone needs things, sees the price they are willing to pay, then they deliver to your Market Stall, and they gain a bit of money.

Its in this way, people can see the trends and determine what they want to focus on, and go for what the economy is asking for, rather than flooding the market with things that they just produce along the way.

agile oyster
# modest ibex This is a non answer. This puts the impetus on players to use their own grace to...

You could not have said it any better, they seem to be catering to the smallest demographic of players which, like you mentioned above is the same handful of zealots who will white knight even the bad decisions they keep making and continue to "bomb" solid critiques of the direction this game is heading. IE: working on a feudal system that relies mainly on combat, combat that is completely dull and lacking, not to mention not even complete (hello bows) so its like adding glitter to cover up the elmer's glue. its beyond lazy and has now turned into a cookie cutting factory of one bad decision after another. our little group that has been playing sandbox games for the better part of 30 years all agree, this game will sunset if they do not get their priorities straight and start listening to the larger demographic of players. the fun in this game is nothing more than a novelty right now and novelties tend to fade rather fast when there is nothing to keep their attention. devs, do some homework, listen to the masses and not the few.

meager tangle
#

It would be interesting if each region’s PETRA were an upgradeable area, offering improvements and blessings to its inhabitants based on the completion of collective objectives, such as large-scale item deliveries. There could be daily, weekly, and monthly missions requesting high quantities of items, completed collaboratively by all players. As a result, residents of that region (specifically those belonging to a clan with a plot there) would receive various benefits.

The blessings earned by the community through completing these goals could include things like: gathering bonuses, crafting bonuses, increased item drop luck from NPCs, reduced teleportation costs from that region to others, upgrades to public crafting stations, and increased movement speed. There could even be a progressive visual and functional improvement of PETRA’s physical structures and its surroundings as the community contributes.

uneven token
#

smaller map icons

prisma lily
#

loot table from inquisitors and zebians were more interesting a few patch ago. Now it's pointless and you get no rewards from doing PVE.

  • Work again on loot table from inquisitors, zebians, ghosts. Not by nerfing it, but making it smarter. Now it's terrible.
south elbow
#

I have played 400 hours of Pax Dei since the 14th of October.

A Drop Compared to some here.

I wrote about how the game is working - and I am satisfied with the direction Mainframe is Going.

I certainly am totally contrary to nearly all who post here.

Enjoy the Wanting - only what Mainframe intends to do is coming.

Grateful for the work they are doing - despite all wanting more and more and more.

Wait until only folks like me can assemble a PC to run it.

Cheers. =`~..@^=

Face Palm Away - And Whatever - Wanters.'

unkempt bridge
#

Crafting steel tools at moderate. Chopping axes 29/35 7/7 successes. Pickaxes 29/36 0/8 all failed. What a system.

quaint ice
# modest ibex This is a non answer. This puts the impetus on players to use their own grace to...

What else can be said...? This comment is totally on point. The devs designed a vast world that is best enjoyed with dozen of thousands of players, but they designed mechanics that only a handful of conformists think they're good. Thus, we have a very beautiful, very big empty world. For the economy of this world to really work, it would need 100k players daily, or else a single player leveling up one profession is able to sustain an entire province... but the systems the devs have created don't feel engaging for more than a few thousand people... in a world this big, divided in 7 different servers, that's actually nothing. Just look at the numbers. There were more people in the first week of Early Access than at the release of the game. That's very alarming

It has been just a little over a month and the game has lost more than 30% of its players (Only in steam), and the rest of us who still care have explained why the people are leaving. Now it's up to the devs to answer to the players. We all agree that this game has a lot of potential, but potential without effort remains unmet potential.

@south elbow yeah, your comment would be totally accurate IF this game hadn't been 6 years in development with 1.5 years of Early Access on its shoulders

vapid plinth
#

Not the most important thing, but, it would be really nice if we could access every province map(as long as we have already been there), no matter which province we are currently in. I mean, if our character has the map,...well, they have the map already, so why cant they look at it? I know i could just look at a copy i have in my files, but still would be way easier if it was in game. Thank You!!

shell meteor
#

I want to be able to track how many miles/km my characters(s) have traveled.

tired spindle
#

This is quite infuriating. Relogging doesn't help. Literally cannot talk to anyone in game. I've never played an MMO that has chat that goes down. EVER.

short nest
shy grotto
#

I am looking forward to the upcoming major update with the new decorative elements. However, we already have many more models in the game that are not available to us as players. A few examples are shown in the picture. Shouldn't it be relatively easy to add them? I find the realistic torches particularly useful (nothing against the candles ^^). The sacks could also become a storage item and would be great for bakeries.

soft raptor
#

With a jewellery rework id like to see the option to maybe refine gems and create something that can be visible in weapons or armour. Some kind of aura or shine that only the highest level crafters can achieve. Gives an aesthetic to players thats currently missing terribly.

gloomy inlet
hazy goblet
#

FIX ARCHERY !!! Yes we want special moves etc with bow ,,, remove the cool down when you transition from bow to melee and vice versa .. PLEASE

shadow valve
#

weapon durability needs a bump... once everyone is making higher end weapons it's going to be awful dumping a weapon every few days

thin trellis
#

I would like to see the option to buy the artican DLC, it was previously and upgrade to the founders pack. The founders pack is no longer applicable, but you can bring out a "new crew" pack for the people that are subbed now (75% of my province is now empty now the red plots expired). I feel it is important to make the new players welcome and give them a reason to keep subbing. The artisan DLC is the way to decorate the houses we build last month and will inspire us to log on. and enjoy the game. Make it 30% more expensive as before, i don't care. I just would like the opportunity to buy it. Thank you.

wheat heron
#

Performance is so bad on my 5060 ti 8gb that I am basically not playing even half of what I was. Ive tried everything, including a full reinstall of my pc, not on my end, all others games fine. 1080p dlss quality here, 30 fps on medium, even low it happens sometimes, 1440p DLSS quality in other games, 90-100 fps. UE5 games like squad, dune, etc, all run fantastic. It is YOUR game that is the issue. I have tried pax dei on both steam and xbox game pass with no difference.

EDIT: I have literally scored the highest in the world for my hardware config on 3dmark steel nomad and have the screenshot to prove it, shoulda posted it here but cant retroactively. No other game has this issue, so how could it be on my end? Even UE5 games. All my settings are configured correctly from nvidia to system settings, etc, etc. I am an experienced overclocker, I know my hardware, and I am tellin you this is not an issue on my end. Everything else works flawlessly. The ONLY thing I can think it could be is some kind of issue with how this game uses my 5060 ti 8gb. Perhaps the GDDR7 vram in it, or something else.

EDIT2: Here is the link to the score. https://www.3dmark.com/3dm/145468045?

obtuse latch
topaz vigil
#

Was doing a lot of traveling this weekend and noticed the game would start hitching kind of like a lag the more I traveled. Closing the game and restarting cleared the issue.

gritty gale
# wheat heron Performance is so bad on my 5060 ti 8gb that I am basically not playing even hal...

The game stresses out my GPU 5060 TI. I think the environment is so heavy on the rendering aspect. It has to render nearly every element of people's builds on top of rendering every shrub, tree.. ect. Also your GPU has to render all the (non visible) water under the land which was used as the world's foundation. It was getting better before they released the patch where they changed the world and added a ton of shrubs, flowers, boulders to pretty up the games landscape. Not sure how they can fix it at this point sadly.

ivory mountain
rapid frigate
#

Would it be possible to have non harvestable trees as placeable objects in plots? maybe they use a standard foundation and require seeds and water? would be great for those areas that dont have any trees around.

short nest
#

Reason people ask for tools and armour to break faster is because there's to much supply not enough demand

Potential quick wins to push economy in the right direction

  • Failed crafts - no material loss
  • Make craft lvl very easy-> very hard about durability and extra stats
  • Halve the amount of food/drink produced per craft (rounded down) - xp stays the same
  • double the resource requirements to craft armour & tools - double the xp per craft

You could double the requirements to produce food and double the xp per craft.
At the end of the day we need to produce half the items for the same xp.

Mastercraft System:
A crafter can choose “Mastercraft Attempt.”
Uses 2–5× the normal materials
Takes longer time
High chance for a high-quality item
Possible outcomes:
Higher durability
Higher stats
Unique effect (very small bonus, not game-breaking)
Crafter signature
Special colour tint (purely cosmetic)

ebon flame
#

About Chat window:

WoW got it right in 2003 and that still works. For some reason all the new games including Pax Dei seems to be going with the auto disappearing very tall and non-compact chat windows with a lot of unnecessary use of space.

Imho (in a half joking way) just copy-paste.

native lichen
#

It would be really nice if there was at least some visual difference between the armor tiers. Even if it’s just a shade darker for every higher tier (which the icons seem to suggest).

torpid bloom
#

Please make the founder's outfit this green again, please! pxdladybeer

queen scarab
#

Can we please get customizable clan furniture items.

cursive junco
#

I'll keep this simple. You want money, I want plots. Please expedite the option to directly purchase tokens. Please and thank you.

valid robin
#

QOL

Please give us a second recipe for lard with 20 animal fat to 50 lard

and a second recipe for tallow with 20 suet to 50 tallow

Its pretty time wasting to craft them with the recipes we have right now

soft raptor
#

Please reduce the glare from.plot circles while building. Irs really hard to see what your doing

sour escarp
modern loom
#

The small tent (solo camp) for Lost Souls, are level 3. Shouldn't they be level 2 or 1? I am looking at the one north east of Langres in Innis Gallia. I am trying to get Cracked Ethereal Crystals but they are no longer dropping because these lost souls are now level 3.
Or the other question would be, should the level 3 lost souls also have a chance to drop the cracked ethereal crystals? We killed a good 40-50 of them and not one dropped.

deep sandal
#

When do you think we can get a Salvaging skill, that allows us to cut up light/medium items and smelt weapons/shields/heavy armor.. even if it only returns 2% of what the item cost it would still feel better to not just be throwing everything i make on the ground.

crimson mural
#

ON the Clan Recruitment Announcement.

When you said organized by SHARD...does that mean HOME VALLEY?

If so great...if not..it should be by Home Valley as people need to work together in close proximetry to each other in a clan. I would look for clans in my own Home Valley or a Home Valley I planned to locate in.

primal furnace
#

It is not per home valley but people might consider moving closer to the clan. At least they can choose to do so.

blissful plume
half atlas
#

The current system we have for the clan the clan roles isn’t up for accepting people right away and that make people feel outside because it takes a couple of days before you get to know a person and what that person can bring to the clan or that person would be bringing harm or mischief. So I really want to be able to set the rules so that we can have people for trials and so on.
Alderman

The clan leader, responsible for major decisions, direction, and diplomacy.

Elders

Trusted advisors and administrators who help with organization, planning, and supporting members.

Recruitment & Membership Roles

Wanderer (Applicant/Visitor)

For: New players who want to join but haven’t been evaluated yet.
Purpose: Allows newcomers to be part of the community without full access.
Experience for the player: A welcoming introduction without pressure.
For the clan: You can get to know them before granting full membership.

Initiate (Trial Member)

For: Players who show interest and seem like a good fit.
Purpose: A trial period to learn the clan’s rules, routines, and participate in activities.
Experience: They feel accepted but still working toward full membership.

Member (Full Member)

For: Players who have passed the trial period.
Purpose: Full rights within the clan, access to shared areas, projects, and resources.

Veteran (Seasoned Member)

For: Long-time, active, and loyal members.
Purpose: Acknowledges those who have contributed significantly and gives them a distinct identity.

fading stirrup
#

Please give us a popup message within chat that shows when a clan member comes online.

Also would be wonderful to have more information for each member given to Alders and Elders. Just to be able to determine activity and rolls they have chosen.

The new signage coming is a great start but we all could use a great deal more or even the ability to craft custom signs. Along with signage, perhaps unlock able tapestries or banners/standards

agile oyster
#

flying mounts. can already fly with F10. magic carpet/bearskin rug MeatRub now you dont have to worry about trying to code the mounts to move on terrain.

gritty gale
#

I like the set roles (healer/dps/tank) that was incorporated through gear a while back..

With that said, we really need a way to (in-game) LFG for dungeons/caves etc that displays people from various zones within a providence who are looking to raid. This could also be an asset to PvP / Alliances. It will bring more people together and help people interact with others from different regions/home-valleys and make it easier to fill in gaps within a group composition.

hot fjord
# gritty gale I like the set roles (healer/dps/tank) that was incorporated through gear a whil...

Zone chat and discord. Or walk around and talk to people. I've barely tried and I already have 2 or 3 discords I could poke someone on and get on a dungeon or camp hunting group. I don't think they really need a system for that, as that would end up just making things like every other theme park mmo. And going on raids or dungeons with a bunch of rando nameless people that I don't form any kind of relationship with I dunno if I want that. Especially since other MMO's already do it way better anyway if I really wanted that kind of gameplay (I'd just go play those) Their dungeons are way more fun and better designed, with a lot quicker uptime and better replay-ability. I personally think the devs should leave it as is for this game because it's fun to make actual relationships rather than just waste hours doing the same DPS rotation or healing or tanking without actually getting to know anyone.

I think embracing the adventure of finding your people and banding together to grow something (what ever that venture might be for you) is part of the charm of this game tbh.

potent fable
#

fix the ui already!

south elbow
# quaint ice What else can be said...? This comment is totally on point. The devs designed a ...

I do consider the time Mainframe has spent - to reach this current decline.

But as i made clear years ago - the chemical needs of the gaming population will not be fulfilled by PAX DEI.

PAX DEI is for the rest of us.

And those "Conformists" as you imagine, are simply those who understand how it all works.

Mainframe is Cool - they know how to keep the 'Chemical' players tuning in for the short hours they do - and this will continue.

'Conformists" will profit - because we have had the Experience We have wanted for over a year now.

And it Just Keeps Getting Better and Better.

Discord is About Hype - only 10 percent of the players ever participate more than - information fetching.

One to Two Percent post in these Forums.

It is good advertising and hype - that is all.

But Mainframe Values your insight as much as I do.

Or I would not have bothered - nor would YOU LOVE PAX DEI [Day-ee] so much.

Enjoy the next Decade with Mainframe's Baby.

No More Games - =`~..@^=

quaint wasp
#

this craft success rate is broken... spent 780 W.I ingots to craft 10 W.I chopping axes

warm tiger
soft burrow
short nest
shadow valve
thin wolf
#

Please add Thatch Triangle tiles and stone roof tiles as this would be historical as seen in some real life existing architectural builds.

wheat heron
gritty gale
astral frost
#

One observation - is there any scope to add a customization option to "put our hood up" on the traveler's mantle?

Would love to get my "Númenórean Ranger in Aragorn's Grey Company" on!

rapid frigate
#

Please give us alternate floor "imperfection" patterns im using the refined wood large flooring and it has a repeating pattern of dints that is extremely obvious

naive snow
#

Let us pick where we want it!

hexed mist
#

Could you give us cooks a workbench like the roasting spit rack to produce tallow and lard in a queue? I don't know how much playtime I should sacrifice to produce that much...

spice hawk
#

Game really need the ability to add a note to boxes and map markers.

Being able to stack boxes and using "F" to choose different positioning, as with building would be huge for QoL, also if they can stick to each other, both on the sides and on top of each other that would be even better.

Making it possible to lower "floor" closer to boxes would be amazing.

compact plume
#

Spyglasses would be cool. The number one reason I keep lugging a bow around is to inspect enemies at a distance. Maybe start the spyglasses as a Tier2 item that duplicates existing bow sight functionality, made with leather, bronze, and rough glass. T3 and T4 variants would increase magnification, and raise the materials tiers.

proven sorrel
#

Maybe spin off Stonemasonry and Glassmaker into their own mini skill trees.

rigid vine
#

PROBLEM: Close friend join a Clan -- they want to share chests, but they can't without other members of the clan having access. SOLUTION: Expand chest permissions to friends list or specific names.

kindred crow
#

Be able to crawl on the ground to hide from people

limpid forge
#

Bring back the old UI and not this floating big thing that blocks the hole screen. The servers are full and laggy, we need stronger servers or a clean up. We need more plots per account, make them buyable in a inGame Shop. More Decoration and Skins, make it buyable in a inGame Shop. And we need the Clan recruiting and looking for clan channels back. Please more damage for Bows and staffs.

glad breach
#

Since a lot of frustration lately has been focused on crafting, whether its the cost of recipes is too great or the XP gained is too low. I also know there was complaints about crafting failures on very easy / easy recipes. While the Devs have stated they were going to look into recipe complexity and possibly adjust XP gains, there is also something else that could be looked into.

I'm not 100% certain whether salvage tables / profession is already in the works or how you were going to implement it. All I know is, if you designed this table / profession correctly. It could be utilized as another time sink that might be more efficient than gathering materials, but not so much that it makes gathering obsolete. It would also make a lot of players feel better about crating 100's of items that are just being dropped on the ground aka crafting grind waste.

turbid nebula
deep gull
#

Could we please have the scrolling loot drop and XP window moved to the right of the screen? It constantly interferes with the next item or NPC you are trying to interact with. It is annoying and I am tired of constantly having to cancel my next interaction. Small little fixes mean a lot sometimes and it's not like I am asking for a new item. Just move the darn window over to the right PLEASE. If I were asking for some colors or tone to be added to clothes or building materials, I would understand this takes a lot more work BUT I do not understand why this has not been fixed.

stoic walrus
#

Pretty sure deers are spawning on top of trees lol multiple times yesterday I'd cut down a tree eather oak or the bigger beech trees and a deer would fall out of the sky next to me

glad haven
#

Fix the issue with people paying via xbox game pass but not recieving tokens and losing all of their plots like me.....and sending a ticket to support about it and not getting a response making individuals feel like the company takes money but not give what they are supposed to, again like me.

thin trellis
robust moat
#

Can we have the ability to move the notification zone (exp, loots) ?
This is very annoying location atm 🙁
Thank's !

neat panther
#

Anyone Else here that thinks crafted food (not ingredients or carcass and such) should decay over time? Like a week or so? Feel like this would give food more value. since as it is now everyone that does cooking/baking have multiple chests full of food that don’t get used.
And if people think 1week decay timer is to rough, maybe we could have the option to dry or smoke food for it to last longer, just an idea🙏🏽 ( and also since drying and smoking is one of oldest ways to preserve food it would be cool to have that ingame🤩)

trim locust
#

Resources are spawning inside of trees. for example found some resources inside of trees like clay, strawberries ... etc. small resources usually can't be seen.

not going to say much more but I need to give a feedback about something that will happen in the future with the upcoming update. we need recycling Items, we know it is on the list with no ETA. why do we need item recycling? with PVP there will come a lot of loot, we will end up with another 2000 gloves, armors and footwear in case win win battles which will require more boxes. we need to recycle them. so we can get the materials from them. this will encourage pvp more.
Also, make the sigils able to craft more than one item.
return named Items they were cool. I don't like running around with Pilgrims sabatons IV.

worn crown
#

All item stacks need to be raised if the material coast is going to stay the way it is.

high token
#

Recycling won't solve the problem of thousands of unwanted items crashing the market.

Only a small proportion of those items need to make it onto the market for prices to fall significantly.
In fact, because we have to pay in advance to list items, the proportion of crafted items that make it onto the market is already quite small.
Adding recycling to the mix will not significantly reduce the number of items on the market. Instead, it will reduce the number of items that are thrown away, or put into storage.
So the most significant effect of recycling will be to increase the number of crafts that can be done per raw material produced.
In other words, recycling will depress the market for raw materials without significantly increasing prices for crafted items.

The solution is to ensure that thousands of items are not being crafted in the first place. Please re-read this sentence as many times as necessary.

Various options for this include implementing a training mode that produces more XP but fewer items, or reducing XP penalties so that players are not discouraged from trying harder crafts that will fail most of the time, or adding analysis/disassembly mode that destroys crafted items for XP but does not produce raw materials.

mystic badge
#

Would like a road map on Pax Dei website or on discord. something where we can see whats coming up and when.

twilit fable
shrewd glade
# high token Recycling won't solve the problem of thousands of unwanted items crashing the ma...

I don't agree with the specific recommendations, but this is a great explainer for why recycling is a false solution.

I think if they simply made failures return 80-90% of the inputs people would be much more willing to risk loss, rather than safely making a million useless copies of the same thing. I really do think the problem is one of players behavior rather than the game's systems

ocean drum
#

UGLY BIGGO FURNACES
The Pax Dei world is getting ugly. The furnaces are way too big for plot sizes. I have some suggestions: 1) Make them much smaller, please. 2) if it must be that big, it should hold 5 times more than the smaller one since it's at least 5 times bigger than them. 3) Why so many of everything...for quicker return times...so process multiple stacks at a time in a large furnace, (6) seems to bee the average amount of furnaces on top of everybody's houses, so process 6 piles at a time. And while on the subject, there are so many furnaces, kilns, and boxes all over the place. I don' t think that's what a time period like this one looked like. Just a thought from a creator that likes to see builds not furnaces....would love other people opinions on this...

silk vault
# soft burrow Regardless of the hate and thumbs down I know this will get, I am going to sugge...

You want to pay over £100 a year on a subscription for an incomplete game and then get fed DLCs with building sets for a game that was released with an incomplete set of building parts.

Very smart 👏🏻 considering the founders peices are the only things properly selling on the market. I can see how this wouldnt be pay to win of course. /s

This suggestion deserves more thumbs down. Although I can already see this is the way it will go.

The moment they release DLC building sets is the moment I stop subscribing.

ivory mountain
#

would love to see this teal color in the Clan Heraldry options (and others)

glad breach
# shrewd glade I don't agree with the specific recommendations, but this is a great explainer f...

Something needs to be done, because if there is a pathway of least resistance in leveling up a crafting profession, everyone will follow it. Which is why you have people crafting 100's of gloves, boots, staves, ivy and so on. I also brought up that the Devs are aware that recipe complexity giving appropriate XP is NOT present in the current system. If more complex recipes gave the proper XP, you would definitely cure this path of least resistance and also open up the market to way more items being crafted.

keen tusk
warm tiger
#

What about sorting somehow the stuff inside chests like autostack?
What about a roadmap?
Fiefs you can claim in Lyonesse look like they are less than 10!
Move the scrolling loot drop and xp window somewhere else or reduce it

fading stirrup
#

We need some more roofing options. Currently only have 8/12 pitched roofs. Also the roof trim such as slanted are not existent. Not always a good transition from roof to walls and at times are gapped

quaint ice
#

okay, everyone is talking about how focusing on the PVP when the PVE is so luckluster is not a good idea, but I think we all have overlooked the part where they said they're going to make dungeons harder. Could we, perhaps, have more info on that matter? How are you going to make them more difficult?

I just hope that, like anything else in this game, "harder" doesn't mean "more time-consuming". We need actual mechanics inside dungeons and I hope that by "harder" you don't mean increasing the mobs HP while nerfing the weapons

grand summit
#

Pls fix the success rate in craft, VERY EASY is not more very easy, i sometimes have more success at moderate than at very easy.

lyric matrix
#

Please fix the behavior of "Curse of the Vale" in Merrie > Gael

shy grotto
#

We really need market logs 📄

upbeat karma
#
Custom Map Layers, for Waypoints. (a simple layer(s) that can be renamed, made visible/hidden for waypoints/markers)

The ability to rename Storage Chests.  Set the text of the container.  (Editable name variable) 

mystic badge
#

recycling?

mortal stump
# mystic badge recycling?

Perfect solution (/s)... cause then you'll get to pick that up and make some more. Pick those up and make a little more. Until eventually you have to gather again.

dusk agate
#

I think you have to nerf raw food bonus, or otherwise boost cooked food. There is no sense to spend a lot of time improving cooking skills, and collect a lot of different ingredients to make a complex recipe, when u cant just take some ingredients from the ground and they have almost the same bonus. The difference is only in duration, and not even so much. For example i'm cooking recipes of tier 4 of butchery, but if i take grapes and eat them raw the bonus are even higher. It makes cooking skills and complex recipes a little bit useless.

high token
#

When failing a craft, the item(s) that are returned ought to be the most critical pieces of the recipe. For example, when crafting a tool, the head or blade ought not to be damaged. Instead, the items that the player is attempting to attach to that head or blade ought to be lost. In particular, when crafting an item that is magically enhanced by a sigil or relic, such items ought to have a very very low chance of being lost.

This has three advantages

  • more realistic, more immersive - smiths will take care of the most valuable items, putting incidental fittings and fasteners at risk instead
  • less frustrating for players who have put in considerable effort to get the items - especially true for relics
  • encourages players to try harder crafts, and ultimately to produce fewer unwanted items

Rather than go through the entire crafting database and tag ingredients as being 'critical', I propose the following simple rule:

  • the larger the number of a particular ingredient required for the recipe, the more likely those ingredients are to be lost
  • if a recipe only needs one of a particular ingredient, that item should have the highest chance of surviving a failed craft. Ideally this would be 100%
thin trellis
#

Please give players that are subbed for 3 months the chance to buy the artisan DLC so we can continue to decorate our homes and make them beautiful like the founders can. I love exploring and admiring other people's builds but can now not implement the idea's because i lack the possibility to craft them. And maybe after 6 monts sub, the Wyvern pack. I cannot see how people can object to this, is it not in everyone's interest to have a happy and thriving community that keeps building more and more beautiful villages?

valid robin
#

New winter recipes

Would be nice if the candles, pots and maybe some other stuff would need tin and copper 😁
Pleaaaase give the tin ingots a sense ingame 🫣

rapid frigate
#

Some Lead and granite Great Mauls for a DPS hammer would be awesome

trim locust
# high token Recycling won't solve the problem of thousands of unwanted items crashing the ma...

I agree with the Analysis mode. we can also get blue prints for example. this will work with potions because you can't recycle potions or food. !!!

we need the map legend back and also lore explanation. the lore is found only on discord. I would like some pop ups telling me about the world a little or a little video at the start to explain what is going on and the setting.

I am here to report resources spawning inside of trees. trees flying in the air. bears and other animals have terrible path finding to the point of flying, please make their path finding similar to human npcs.

torn steeple
#

please give us transportation.

  • handcart
  • horses
  • ox/mules
ivory mountain
#

and paths and roads and stairs that don't make the camera go bingbingbingbingbingbing please! 😵‍💫

rain pollen
#

The easiest way to implement a packmule in the short term with minimal coding would be as follows:

Rent a packmule for x amount of gold for x amount of time. Choosing this give access to extra inventory space for this period of time with ability to restrict item types provided those tags already exist in the item dataset. I don't feel like decompiling the client to check everything. This can act as a placeholder until it could be done properly. Since this would also require a UI change to show the new inventory space it would be a couple days of dev time at most to make this happen provided they are not dealing with spaghetti code. Again if needed I can do this for free if you are short on devs.

earnest coral
#

How about farming gear, fore like wood cutting / mining. 🧑‍🌾

Enhancing the chopping / mining speed.
Redusing the stamina cost, or increase it fore more damage.

Maby, in a farming fashion, with a straw hat or a tool belt.

short nest
#

Decorations. founders pack etc etc. or even new items. Have a blueprint that allows you to produce X number. Have these earnable in game. Maybe craftable in some way. Given these are cosmetics also purchasable with real $.

zealous frigate
#

Sylvan Staff #QoL

Idk if this was already asked, so sorry if it's the 10th time some one asks. For the love of good, please improve the aim on the sylvan staf, make it at least like the bow, where you have an actual corsair for where it is supposed to go. Increase the distance that the projectile can go, at least the same length as arrows go. Make the projectile have a certain pathway so you can allways shoot it inside the same "hitbox" cause if you shoot it while moving, the projectile gets like curved or some bs. It is just an horrible experience to shoot it that's all, Im not asking more damage or anything, justa better experience for the user. Like, I love the bows and yet they suck. But I love how they feel, the way it shoots, how easy it is to shoot. Tough the arrows should go even further IMO, since the damage sucks anyway.

reef heart
#

Temporary Newcomer rank

You did the 24th of November say that "being in a clan is one of the best ways to get more done in Pax Dei". Being in a clan is absolutely valuable, and important for keeping players invested in the game. The clan system we have at the moment are not that good. We have 1 rank for members (Villagers), 1 rank for leaders (Elders), and thats it.

I have hoped the last year that you will help us by giving us the tools to include more people. One of the things I have wished the most for is a newcomer rank in clans, with the adequate permission settings just like the villager and the elder ranks.

It will allow us to accept players in without risking the whole clanbase, while we get to know the newcomers. Compared to how it is right now, are many scared of accepting people straight in due to resource, clanbases and more being shared amongst the clanmembers.

Please give us some "tools" to include people easier, and it could be temporary until a better clan system is fixed.

fading stirrup
#

I know it has been mentioned before . . . But more mentions is best. Please, somehow reduce the amount of or opaqueness of the plot lines. Sometimes there is so much blue across my screen because of adjacent plots I can not see what I am doing.

crimson zenith
#

I would appreciate it if you could include a filter when searching for clans, either by region or by language.

coarse granite
#

Please address the 3rd party map overlays that displays positions of players and NPCs in real-time... especially in the PvP zone. HTTPS Encrypt your traffic or just some simple changes might reduce this kind of game hacks to a minority... Just google it for the most basic one...

severe umbra
low shale
#

Stat boosts on raw food need dividing by three so that an entry level cook can still make foods which will outperform them. There shouldn't be a crossover between the best raw food and the earliest cooked recipes.

clever topaz
quaint ice
trim locust
hard tundra
#

t4 wood "tortured oaks" in all sizes returns pretty much a set amount of 75 sapwood and 35(+- 1-2) heartwood, using the required steel axe and at level 40 wood chopping. this is a complete waste of needing a steel axe to chop them.

tawdry kiln
#

First, Pax Dei is amazing! It has already given me one of my best MMO experiences ever thanks to its community, RP elements, journey-focused design, world and lack of microtransactions. The game is truly unique, and I hope it stays focused on its core audience instead of trying to appeal to everyone stretching itself too thin and ending up watered down. A clear vision, transparent dev communication, and strong community involvement is key, I think. MnM and OSRS is two great examples of this.

My wishlist so far:

pxdheart Remove the black loading screen during character-creation edits.
pxdheart Add books/notes as mini-quests with clues to hidden content, rare monsters, materials, even a long holy grail riddle.
pxdheart Allow moving furniture (especially chests) without destroying them.
pxdheart More interactive furniture like weapon racks or display shelves.
pxdheart Flags and clan banners.
pxdheart Animals like chickens for eggs/meat.
pxdheart Weather effects (rain, storms); some plants could bloom after rain.
pxdheart Birds in the sky.

Things I Hope Won’t Be Added
pxdthumbsdown Microtransactions: I love that everything players wear or own is earned in-game; cosmetics often break immersion for me.
pxdthumbsdown Oversimplifying gameplay: Even as a casual player, I enjoy not mastering everything. Specialization gives meaning to crafting and the player economy, “this is the server’s best weaponsmith.”

Bigger changes for the future
pxdthumbsup Wagons or wheelbarrows for transporting materials, defendable against raids. Eve Online like.
pxdthumbsup More PvE mobs, named, and raids. Witches, trolls, mythological creatures, even a rare, powerful dragon deep in a cave, just like in the old myths.

astral frost
#

Observation - will be there some kind of death mechanic that debuffs characters stats for a certain time period (a few minutes) to force a bit more care in suiciding during larger battles? Or is the intent to instant respawn and get back in the fight?

west pebble
#

Jewelcrafting and Jewelry Overhaul

Everyone knows Jewelry and jewelcrafting is broken. Leveling it is awkward, and the stats are exactly the same.

I know this is a known issue and is on your to-do list to fix, but I have a proposal for improving jewelry:

Passive Abilities and Auras

Jewelry, especially higher tier jewelry, is in a perfect position to carry passive abilities that scale with your character's stats or the stats of those around you. First, auras and passive abilities such as a chance to dodge enemy attacks, increasing critical hit chance, passive healing abilities or spirit/stamina regen, or increased move speed for the wearer and their party, in addition to more powerful passives at higher levels, such as having a chance to cause chain lightning, increased max health, curves to stun enemies, healing the wearer when they deal damage, or even resurrecting the wearer with 10% of their max health the first time they die each in-game day or something like that.

You could also make seasonal and day/night dependent abilities. Jewelry and accessories really are the best gear for these unique abilities, which should be mostly percentage-based to ensure they scale with the wearer's other combat skills and stats.

Curses or something like that
Cursed rings and necklaces etc could cause negative effects to nearby enemies, and potentially be double-edged swords that are negative for the wearer and surrounding enemies, and which can't be removed once worn unless the curse is lifted somehow.

Not just stats for combat
Simply put, some jewelry should also have non-combat abilities or stats, such as finding additional gold or more/better items from loot and gathering, or increasing skill in certain jobs by +1. (Increasing successful craft rates are your level 40 rings, probably.)

Multiple jewelry types for different party roles Just that - at each tier, there should be variety in abilities and stats with different types of gems.

fading stirrup
#

Please move the gathering messages to an upper corner of our screens. They do not need to be center right where we are trying to look

ivory mountain
onyx beacon
# west pebble **Jewelcrafting and Jewelry Overhaul** Everyone knows Jewelry and jewelcraftin...

Like this idea, I would also like to add why not make it so we can make those gemstones into actuall jewels and doing so will grent the stone some stats nothing spectacular but make it so where we can use different stones in each of the jewelry crafting so we can somewhat customize the stats we get from the jewelry we are crafting for a particular character build(tank, dps, healer etc etc). Maybe something similar to what they do in the Diablo series

plush quail
#

We are a small group and we got to wrought iron levels then the grind just became so large for so little reward everyone checked out. The game needs more of a reward cycle for the continued hundreds of hours of smacking rocks and trees and so on, there's just not enough reward to keep people engaged.

sudden pilot
south elbow
# sudden pilot I felt the dev team are overwhelm by these simple jobs, while all games in the m...

They [Mainframe] "the dev team - is not a large Developer - Simply That.

The Team is Mainframe.

We are supporting a Small Developer.

Those who are treating Mainframe as a large entity who can address thousands of concerns and code remedies.

Must not know.

And Speaking of not knowing:

The Fact that we can hear Birds But never See Them is in the Lore - written by Mainframe - long time ago now.

Those who believe this is just another Arcade Game - use and Dump after Dominating - might not know that either.

So Yah - Mainframe is coming out with no more than the best of what they - truly already wanted in Pax Dei.

But all this is fun - and Weather & Seasons will make those Ales worth Chugging - because it was already in the works a year ago or more.

BUT YES - those who want the UI - Pop up info - slid anywhere but in the Blasted middle of the Screen.

Badger Mainframe until Badgers are Deadly Again.

Cheers. =`o..@^=

obsidian relic
#

Not really feedback but something like a arrow themed barrel or a bow rack would be so wild

valid robin
#

Oh yes, decorations for every craft area, so that, for example, a smithy can be made to look even more like a smithy, or a tannery even more like a tannery.

rain pollen
#

Economy Changes (from an economist)

Sigils can be crushed into dust which can be used to craft sigils of the same tier at 3:1 dust to sigil ratio. The same dust can be crafted 5:1 to the next tier. Now all sigils have a purpose.

Crafted items can be turned into scrap with tier based on item tier. Scrap is used to make repair kits based on scrap tier. Repair kits are consumed to repair items. Repair Kit crafting now allows for some optimization when leveling various professions as a form of recycling. Scrap collected from PvP kills now has a purpose.

Add ability to place buy orders!!! This is fundamental to have a working economy. People need to know what is in demand.

Add scarcity to resources. Right now the only value items have is the time it takes to obtain them. Scarcity is needed in any market. Imagine if Gold was just as easy to get as Iron on Earth. It would be almost worthless. There is a reason we call some metals "Rare Earth Metals".

Materials need to have dynamic spawn systems, not static. Too easily catalogued & botted which makes scarce resources less and less valuable. Not a huge problem at Pax Dei right now due to game population, but as it grows this will have to be addressed.

Craft XP needs to be based on resources consumed, not item craft success & difficulty of craft. Assign each item an XP value then simply use a database to calculate all the craft XP values. We need people producing a variety of items for the market, not just the most material efficient. This prevents devaluing those items due to every crafter in the game mass producing them to grind.

Certain resources need to be regional, not based on biome to promote further trade and player interaction. This will make professions such as hauling to other servers for profit actually viable. I point back to the need to make buy orders work for this to happen. Have a few resources only on Kerys while others only on Ancien for example. More to come in 6 hours.

light pike
#

I am glad that Mainframe and the Pax Dei team has recognized the issue with high fails on easy crafting. This is without a doubt one of the most grindy things in the game and several of us spends hours a day farming resources, just to end up using Grace for easy crafts so we don't fail.

So, can we have 300 Grace refunded or given to us as a small band-aid?

soft raptor
# south elbow They [Mainframe] "the dev team - is not a large Developer - Simply That. The ...

Then why did such a small team take on such a big project. With all the recent failures and cancelled mmos and games recently I cant help feel that they will just run out of funding and close the game , becasue they just can't produce the content to keep players interacting and staying. Already seen a massive drop off. Which i knew would happen before xmas. This game is missing so many key features that mmo players want and need. Even the basics are lacking. Coming into 1.0 for a quick cash injection was a mistake. Gamers are fed up of half baked games and being expected to fund it via subs initial payments... and just wait for the cash shop. As much I have enjoyed sinking 1500 hours into this game I am really struggling to see a future without serious investment and possible increase in team size.

runic mountain
#

Just simple changes. Change the amount of items you get (balancing) just crafted 2200 breads. 733 hours of buff time. This is insane. also due to the 20 stacks of bread inventory fills up fast. so you cannot "AFK" craft. if the amount was just changed to 1 it would be better in my opinion as you throw them away anyways. And you can use craft all and come back later without being afraid your inventory is filling up.

bitter lintel
#

A bunch of features I would say are NEED to have:

  • Market stall logs: Let me know what sells!

  • Confirmation pop-up on crafter station deletion: Annoying to lose resources because you want to move your furnace 15cm and forgot it was full of stuff

  • the ability to cancel passive crafter projects (not yet started)

  • Plot access setting that allows the Public to access your crafting stations and Public storage without also allowing them to dismantle your entire plot

  • More Clan customizations, permissions, system frameworks to create Clan work orders/tasks/jobs, taxes and wages

  • Auto-sort and/or auto-fill storage container features. Seriously, give us a little QoL on inventory management

  • Better sorting of crafting recipes. Perhaps add tabs for tiers at top of crafting menu, to sort your recipes. It's a huge mess right now, for not apparent reason, perhaps have a Craftable Only toggle.

  • combat needs a lot of improvement: It's slow and floaty, and there's so little "tactile" feedback you have to watch the numbers on the screen to even see if you're blocking, almost. Also, the lag and rubberbanding and other issues aren't great for combat either.

  • Social skills: Where are the buskers, jugglers, troubadours and acrobats? Give us some social skills that we can use to buff or assist other players

  • More enemy types: Self-explanatory really, fighting the same 3 enemy types and same 3 animals for 100 hours gets old fast

  • injuries and medical skills: Add long-lasting minor debuffs on death (and/or from PvP or "dangerous monster" effects) that require treatment from a player with medical skills or resting in a hospital location to remove

civic pebble
#

If motioned already then +vote to it. next to the picture of each party member. Could we have some icons showing current buff's, de-buffs, and perhaps grace spent in current 24 hr grace period(gathering compensation).

mighty hazel
#

My small and insignificant QOL feedback for today:

Please. For the love of the gods. Let us collect all from the crafters. I'm looking at you beehives. And allow us to set which craft we'd rather have going. I shouldn't have to click 1000 times to harvest/refill my hives. Also... 2 hours for 20 honey is asinine.

potent fable
#

CHESS!! i would love a game of chess in game. the amount of activity that this would bring to the world, chess meet ups, chess championships!!@! people come from all zones to play etc etc. would be so awesome to see a bunch of people all gathering to play with each other

midnight bane
#

Stack sizes seem completely arbitrary; I can stack 50 Logs of Wood but only 10 buttons? or 20 Gems? Please increase stack sizes for things like Buttons, Gems, Rare Earth Minerals Oils missed in the previous change.

rain pollen
#

Economy Changes PT 2 (from an economist)

Gold needs additional uses. Grace and market listing fees are not enough and the projected inflation is substantial. The longer you wait to address this the worse it gets and the larger the gap between old and new players becomes. A few uses can include expanded inventory slot rental, when using a gathering Grace buff can pay gold to increase the buff value for the duration, add gold fee to repair costs when repaired outside your personal or clan plot to simulate renting a station to complete repairs. Even more than this would be needed to curb the current gold faucet.

Things such as foods, plants, meats should have decay timers once harvested or crafted. Try eating some bread left on the counter for a month and let me know how that goes. This also means those items will increase in value as they need to be harvested and crafted fresh. A 7 day timer is more than enough with ability to slow the decay timer up to 14 days while stored in a specific container type. Things like wines and ales should improve item power over time when stored in a sealed container. Once unsealed the decay timer would apply. Raw picked food items need much lower values than crafted items.

Enchanting materials such as Ambergrasp & Cannonite need more uses and should be incorporated into high tier alchemy potions and jewelry when that finally gets stats added. It is currently too easy to obtain it in Lyonesse due to the static spawn system and since it has only one use the value is not where it should be. By incorporating it into other useful recipes the value/demand will increase in kind. A reduction in the amount of harvester spawns is also recommended to bring enchanting rarity in line. This won't be a popular change.

Loot piles should have a 5% chance to obtain a random sigil with tier representative of the dungeon it is in. Now they can only be looted once per day adding these into the loot table makes more sense.

PT 3 in 6 HR

trim locust
#

making roast counts as butchering and not cooking.!!!!
this applies to all kinds of roast. is this on purpose?

tawny nymph
#

Charcuterie is what Butchering was once called. That is preparing meat, and in the case of Pax Dei, also involves cooking it. This is why preparing roasts increases your skill with butchery, not cooking.

low shale
#

It kind of makes sense because butchers quite often trim and roll roasts and make sausages.

frank finch
#

I have a suggestion regarding PvP. How about making it so that a player in combat status can't cross the border on Lyonesse? It's weird that players can run to the border, and when crossing it, the player has a short invisibility period and can easily escape. Or run in and out a border and easily regein hp/stamina/mana/cooldowns and fight. This isn't normal.

shrewd glade
#

I'd like to be able to save multiple market search filters and give them names. often I'm looking for specific classes of items and it's a lot of clicking to toggle between them

high token
#

Give us a keybind for this menu. Make it Escape by default.
There is no need to have two keys (Tab and Escape) pointing to the Inventory screen.

trail kraken
#

It's not funny! The author is fed up! Is anyone else interested? Do the developers see the issues with the game? Or do they not care that 2000 players have left? Crafting has increased so much that players can't stand it! There is no content in both PVP and PVE. There is no point in going to dungeons. Why, if items with skills already exist? If this continues, the project will share the fate of previous beta versions. Is it difficult to add world bosses with good loot in both PVE and PVP where battles will take place? Make dungeons closed with top loot. Add armor skins to the donation shop. Increase the inventory (by rows) START MOVING ALREADY!!!

keen tusk
#

@blissful plume seriously we could use some more updates about the planned things....

blissful plume
thorny mulch
#

I'd like to see some PvE improvements tucked in these next two releases, I can't see myself sticking around if the next 6 months are all about PVP.

crimson mural
#

CRAFTING...Grace Blessing IS STILL Broken.
BUILDING ... 1st person veiw IS STILL Broken.

Moderate Weaponsmithing Recipe
Paid for Grace Blessing (wasted)
Did NOT receive +1 boost.
Crafting FAIL RATE 50% on Moderate??

That is A VERY BAD design to have 50% fail on Moderate. Failing half the time is not moderate failure...its an incompetent should be fired fail rate.

For a MMORPG that is essentially a Crafting and Building game...
how do you have such a poor Quality Build on a Paid Product?
You think this is a Moderate fail rate that HALF of the mechanic for crafting (blessing boost) is broken?

Seriously....
Between the inability to stay in 1st person view when building and this fubar crafting mechanic...this game is very frustrating and I am about to unsubscribe from a 10.99 subscripton.

bleak bloom
#

we need duel button!

gilded dust
#

On my healing Sylvan staff, I regularly get a bug, where the people in my party F1-F6 keys don't actually match with the corresponding players, so trying to heal the 2nd person should be F2 but it heals the 3rd or 4th person instead (It's not letting me upload a photo in this channel)

south elbow
# valid robin Oh yes, decorations for every craft area, so that, for example, a smithy can be ...

I have been praying for 'storage' variations that handle this 'Deep4Decor' theme.

I Know - more Storage, but what other purpose could varieties themed - as stated Smith's and Tannery 'look'.

There are objects now - the large wash - half barrel - cant do anything now but sit there - would enjoy string water there.

Inquisitor camps have Furnishings - those could lend to variety - and not add 'new' meshes to be fetched.

And therefore a Market - Brick & Mortar Store - with the ability to place the objects - as we see them on the ground when discarded - grains, ingots, foods - not just the little sacks, but those also.

This all exists in Pax Dei already - so coding or scripting the characteristics and interactions, is the thing.

New objects then can be added to the system - once smoothed out,.. enough.

Back to Pax Dei - New York Houston & Chicago Parades all enjoyed. Shriners' for the Win.

Cheers =`~..@^=

wooden heart
#

There should be some day to day goals to achieve. I mean we all have our own personal goals but there should be some world goals or even zone goals. This would give a sense of direction and expand the playability across the board.

Some examples would be:

  1. Pick 20 blueberry's
  2. Craft a Meal
  3. Defeat x amount of enemies
  4. Build something in your base
    ect..

Doing this and rewarding the player with gold or grace or whatever would improve quality of life.

quaint ice
# wooden heart There should be some day to day goals to achieve. I mean we all have our own per...

No, please. Don't turn it into a mobile game with dailies. We have enough of that with the daily grace that isn't even worth for one single travel or blessing.

It would be different if there were maybe weekly quests or something for being in a clan (since being in a clan only serves to share crafters and storage). something the clan leaders/elders could give, like "Our guild need 15 wrought iron swords" and the reward is crafting XP of the assigned quest profession. That would help ease the pain of crafting AND would make being in a clan more useful. The game is so focused on clans, yet they don't serve any real purpose more than share storage or crafters. Give people more reasons to be in a clan via that type of content. Even more, that could help to make a distinction between clans, since it could become like a specialization. I think Where Winds Meet nailed it with their sect system, and adding something like that to the clans in Pax would be a great addition and a great goal for people.

Specialized clans could be:

Fighting clan: Weekly/Monthly quest for killing a certain number of enemies (PVP gives more points). Or for healing allies (for healers)

Crafting/Gathering clan: Quests to provide your guild with goods in exchange for profession XP

Merchant clan: Remove the sale initial tax and instead, make people pay a % of the money they earnt while selling stuff in the markets. That tax would go to the clan's treasury and there could be a quest rewarding players for reaching certain tax goals.

that would really improve the economy of the game a lot, since the guilds would need each other. Crafting clan sells good to merchants and then they sell them again to fighting clans, moving gold with a purpose.

idle veldt
#

why not let blacksmith craft the tools instead of the weaponsmith just a idea is all

low shale
hazy goblet
#

Horses to ride , more back pack or upgradable spaces , Clan bases fast travel ( clan alters same specs as current ones cost wise etc

vale shadow
verbal hazel
#

Hello may I suggest a "select all" or "cancel all" button for the market stalls? That'd be a nice QoL feature.

tired spindle
#

Man, i sure do wish I could invite people to party from the chat box like literally every other multiplayer game available

thorny mulch
#

Before everyone leaves and the game dies, here's the direction I think development needs to go in a hurry using a bottom-up approach.

Improve the solo experience first. Give players meaningful things to do alone, then let groups/guilds do those same activities better or faster. This makes the population more resilient when guilds collapse or players churn. If solo players have nothing to do, they leave and we’re seeing that already.

1. Reward exploration.
Give reasons to roam when friends aren’t online: random chests, rare soloable mobs, uncommon ingredient spawns, rare blueprints, hidden surprises. This makes the world feel alive, boosts trade, and supports the economy.

2. Add individuality.
Everyone ends up in Pilgrim armour and limestone castles. After getting ideal gear and a house, progression stops. Add craftable cosmetics, dyes, subtle decor, unique armour/house touches basic long-term goals that don’t break visual style.

3. Add relaxing repeatables.
Farming, animal husbandry, breeding/selling horses or pack animals and things people can do casually at their plots while waiting for friends. Supports exploration, trade, and solo stickiness.

4. Improve combat + AI.
Make roaming and fighting fun on its own. Spontaneous world boss moments (like Rift/GW2) encourage natural cooperation. Likely requires larger HP pools and a massive balance pass so players can survive longer fights across huge maps while reinforcements arrive.

5. Then: guild systems + PvP.
If guild dominance is the foundation, you get burnout, guild vaporization, and players with nothing to do except hope their next guild survives. Market control is meaningless without players around.

6. Then: dungeons.
Enhance dungeons only after player retention improves. “Great dungeons but empty world” won’t sell the game.

7. Finally: merchant leagues/massive economy.
Once players stick around naturally, add deeper economic layers and money sinks.

wooden heart
#
  1. Lore
  2. Questing
  3. Dailies
  4. Neutral NPC's
  5. Treasure/Collectables

All the basic components of Time Tested MMO's
The game already got Review Bombed on Xbox market place because it doesn't have these features.

shadow valve
#

Of all the forest noises... not a single song of a bird...

modest wind
#

hey guys what is the distance when players popin

deep gull
#

I am starting to get worried as so many players are leaving. The crafting and resource grind is a little rough without other content to keep folks interested. I really do enjoy the world of Pax Dei but it cannot survive on a limited and diminishing player base. I know I will be very sad when it becomes economically unfeasible to keep the servers running. Unless multiple new areas of content are added soon, I feel we may see the game go by the wayside and I for one will miss the beautiful scenery as well as a very relaxed atmosphere from a social standpoint. Player individuality is needed via more options in clothing (armors) as well other interactive activities to keep more players interested. So many options are possible BUT the lack of systematic updates with new content have left us lacking since launch. I can only hope updates of meaningful content come soon.

wooden forge
#

Market Stalls, could they have a sign that says "Open" or "Closed" based on if there is anything available to be sold?

vapid plinth
#

I feel i have to feedback feedback lol. Maybe just because a lot of the info may be archived or not known. One of the goals of the dev's for this game was to NOT have friendly npc's. NOT have dailies or quests given by friendly npc's. They do NOT want those things in this game, stated by themselves since the beginning. BUT, i would wholeheartedly agree that there needs to be much more adventuring draw. Other than going out for gatherables, poi's(which are fun, but kinda the same each time), or looking at builds, there really is no reason to venture out anywhere for now. I feel this will be changing. World bosses will eventually come. And hopefully some more locations to find and explore(PLEASE dont mark them on the map MF!!!:)lol) Lore was another thing, its coming eventually in game. That is in fact why there are no bird sounds, they went away with the fey i believe, or one of the earlier iterations of the world. (youd have to ask Rkive or some other lore keeper for the finer details). Horses will be coming eventually too. As far as inviting with chat.. We used to be able to invite to group through chat but it can be abused with body pulling, so they removed it. I hope that answered some questions. And MF, once again, please stop marking things on the map. That alone would create a whole new reason to venture out and explore! Thank you!

hot fjord
#

Mainframe please don't stop marking things on the map i only have so many hours in the day and I wana find the already limited content faster thanks 😄

(unless ofc its content specifically for explorer types but wont affect combat much in which case go nuts)

old hinge
# wooden forge Market Stalls, could they have a sign that says "Open" or "Closed" based on if t...

That’s a good idea, but instead I’d prefer a visual customization option for the stall itself. Right now, all stalls look exactly the same regardless of what they’re selling, and they always have full shelves even when nothing is for sale. In my opinion, the stall’s appearance should reflect its actual inventory.

If there’s nothing being sold, it should just be an empty stall frame with no items displayed. If there are only a few items, then just one shelf should be filled. If there are many, all shelves could be stocked. If someone is selling only weapons, the stall should display weapons; if it’s food, then only food should appear. That way, you could tell from a distance whether a stall is worth checking out.

Also, identical listings should be merged. For example, if a player puts up 100 stacks of coal at 10 gp each, there should be a single listing of 10000 coal for 10 gp.

And of course, buy orders should be added — in my opinion, they should be easy to implement with the current system, since the mechanics for transferring items and gold in both directions already exist. On top of that, sales reports would be very useful. At first, a simple list containing the item name and its price (similar to the skill list) that opens when interacting with a stall would be enough

I’d also love to see an option to buy and sell single items instead of full stacks, but that might be a bit too much to hope for.

lean plume
#

Doing the baking grind, currently at level 23 and found a hurdle (the previous changes to baking seems to have done wonders ty btw), the best recipe at level 23 to 25 is plain oat bread, theres some overlap at 31, so maybe dropping Whitbread to needing 1-2 Wheat dough + 2-4 tallow would make 23-25 normalised, and then dropping Dense Whitbread from 31 difficulty to 28 or 29 and reducing the recipe to 2-4 wheat dough + 2-4 tallow should smooth out 25-31 (ideally reducing the rosy oatbread recipe to needing 10 rosehip instead of 20 would be a massive help, can increase the oat dough requirements if desired) this smoothing out should make the baking grind from 18 all the way to 38 smooth where the highest difficulty would be a moderate difficulty "cheap" recipe in Wheat Rasin Bread or Rosy Oat Bread ❤️ ty for reading and hope it helps

(P.S if reducing Rosy Oat Bread's Rosehip requirement, would it be possible to reduce Fruity Rye Bread's Elderberry requirement too, since it currently needs 1 rye dough, 1 lard, and 20 elderberries and thats the best recipe for level 8-11 baking currently, and possibly reducing Barley and Rye Bread from 17 difficulty down to 15 or 14 should help with the 11-18 grind, reducing Trail Pie's recipe from 10 Barley Dough and 10 Lard to 1-2 Barley Dough, 2-4 Lard, and add a meat requirement like meat chunks should smooth 1-18, adjusting Simple Whitbread from 10 wheat dough and 10 tallow at 19 difficulty to 1 wheat dough 2 tallow at 20 difficulty, with all these changes it should should provide a reasonable recipe that can be grinded out at every level from 1-38)

Thanks again for reading ❤️

south sigil
#

Game is beautiful, but there’s a lot of ground clutter that makes it difficult to see resources to gather, mainly plants.

An option to turn down the ground clutter, and not the quality of everything else, would be nice. And/or make gatherable plants stand out more compared to the normal ground clutter.

I was told strawberries were once an issue to find because of this and they were redone to be easier to see, and I must say I believe it was a success as I have no issue noticing strawberries over the other environment/aesthetic plants.

light pike
# wooden heart 1) Lore 2) Questing 3) Dailies 4) Neutral NPC's 5) Treasure/Collectables All t...

You forgot to leave out the major issues with the so-called "Time tested MMOs".

  • You powerlevel in a week and complain that the game is boring and stop playing it.
  • Pay To Win - Pay To Shine.
  • Most of the other MMOs are made so easy that a child can be entertained, which point towards retention.
  • The easiness of reaching max level on everything, leaving the company in despair because they can't keep up with content, which again makes people leave and complain. (#NewWorld and other MMOs)

Pax Dei is marketed as a Sandbox MMORPG - Pax Dei forces you to be social, talk to other, it forces you to actually spend time and it forces you to focus on few things, not many. I say You, as in not you as person, but as the player.
Pax Dei are a true sandbox MMORPG.

Most games treats players as kids, childs who need handhelding from the first moment. Most players needs someone that can hold their hand to teach them how to move a character or how to collect a flower. Pax Dei is a classic F around and find out, and I personally love it.

We have dailies, I don't need to be rewarded to fill up my furnace with Steel, or fill my kilns up with wood to make charcoal. Or, go and mine. I don't need to get a useless reward or an achievement like that.
But, here is the trick other companies use, they give you a biscuit, a cookie, for doing the same things as you are doing now.
You have questing; It's called going out exploring, talking to people, find out where you can find named enemies and drops. I don't need to get rewarded to find five flowers of the same sort, I don't need my UI to get cluttered up with text that reminds me I need to do stuff.
There are Lore, it's called RTFM - There is A LOT of lore. Loads.

Treasures and collectibles? There are loads. You just have not seen it yet.

I have read lots of the things being mentioned on this feedback thread and it's so scary and I hope they are careful selecting any of this. We don't need a game that reminds us that we need to collect 1000 Ores per day, or a quest that forces me to find five flowers before I can go do something else. I don't need a tutorial on how to walk down a road.
Other MMOs are more grindy, boring and tedious.

Now, there are lot of things that needs to be fixed - Without a doubt and I am content with what we have and work with.

From an artist perspective, I love this game. I have studied 3D Art and Games Technology and I love how realistic they have made it, and the engine behind it. Have you ever looked at how the foundations and material changes colour when it blends with other materials? You seen the beauty of the game itself?
I've worked with Houdini, Unreal Engine and Gaeae, aced exams and tests with it, and if you have any experience with that, or call yourself an artist of any sort you would also appreciate the game more.

This is a hardcore game, no one tells you anything. You are forced to talk to people to find out, you are forced to interact. You are actually forced to play an Massively Multiplayer Online Role-Playing Game - The other time-tested MMOS are not MMOS, they are just instanced Single player games where you hardly interact with people at the same scale as Pax Dei makes you do.

Again, You are not directed as You in person, but You as the players.

Also, forgot to add the fact is normal for a newly released game to lose players the first month - People are interested. Completely normal.

frail lily
#

i agree somewhat with the person above.
with that being said, the current xp grind, especially in crafting metal objects, needs major looking into.
I understand yall dont want people maxxing in a week, but on the same line it should not take a solo person days/weeks to get 1 to 2 levels in a crafting skill.
weapon/armor using i dont feel is as bad. it may still be a serious grind, ive not killed enough mobs on live to gauge how much that has changed.

wooden heart
#

It sounds to me that the way some people are explaining it to me is that they want the game to be strictly player driven. That's all well and good. But the way they talk comes from a place of superiority. I don't know about some of you, but I would definitely refuse to follow a leadership like that.

As for maxing and grinding to max level, what truly is max level in an MMO? Enough to be included into current content? Enough to be considered good at the game. For a Social Sandbox MMO people seem to want to be placed into a category of superiority rather than inclusivity. The #1 thing I have heard the most about this game in game is that if "You want to succeed you need to be in a Guild" That right there restricts accessibility.

I don't know if Ill play this game much longer. There isn't much to do as a solo player. I like to keep by myself and maybe play with a small group from time to time. I don't really want to be apart of a group with a guild leader and stuff. Crafting and building is fun but sometimes taking a break and doing some quests or something else is cool. I think that a lot of the suggestions you get for the game sound the same. But it is coming from a small isolated section of the gaming community. If you truly want the game to succeed then accessibility and playability needs to be addressed. Not everyone wants to be a part of a clan.

old hinge
#

@light pike Thank you for explaining the difference between a sandbox MMO and a theme park MMO so clearly. In that context, let me add a quote from my friend. Pax Dei is not a game where you are the hero who rescues dragons from evil princesses every morning before breakfast. Pax Dei is an isekai where you are just an ordinary person, and your success depends only on your persistence and your skills.​

@wooden heart When I read comments like yours, I honestly wonder if we are even playing the same game. I have been playing Pax Dei since the start of early access, and more than 99% of my playtime has been solo. It is great that you enjoy building, but for me it is a nightmare that I try to avoid at all costs. Even so, I always have something to do in the game, and I feel that even if I played 24 hours a day, every day, I would still not run out of things to do. I have no idea where you heard that you “have to be in a clan to succeed”. Forget about that. In Pax Dei you are the one who decides what “success” means, so instead of following what others say, define your own idea of success and start living in Pax Dei in a way that lets you achieve it.​

Finally, I really hope Pax Dei never goes down the theme park route, and that instead the missing sandbox systems start to appear, such as buy orders.

kindred shuttle
#

QoL - Stackings & Chest Movement / Searching / Sorting

Please can we have consisted better Quality of Life stacks for materials, resources. The micro management of the number of chest plus the inability to move the chest its time sink of zero fun or benefit to game play.

  • Chests
    • Movement, rearranging 10s / 100s of chest is absolute time sink nightmare. Please give us Move Chest 🙏
    • Chest Sorting : Again time spent tidying items, stacks to keep tidy
    • Chest Search: Trying to find items need, by hover every icon type to read name, why - please give us search 🙏
  • Wood materials
    • Beams all types up from 20x -> 50x
    • Long Wood Stocks all types up from 10x -> 50x
    • Sapwood 50x -> 100x
  • Plants & Seeds all types -> 100x
  • Extracts -> 50x
  • Vegetables 20x -> 50x
  • Arrows 50x -> 100x
  • Charcoal 100x -> 200x as its huge required resource at Tier2 +

NB: I will add more as get time to review all 🙂

Hope this is useful and if ThumbUp/Down please provide reasoning or context for the Devs 🙂

frank finch
#

add thematic cosmetic skins for donation to game, maybe with option to turn off/on all cosmetic in game, add extra slots for donation, add thematic cosmetic building pieces for donation

people will get what they want - devs got money that they need.

toxic turret
#

PvP will keep a portion of the players occupied once it's fully implemented in the game. However, many PvE players, like myself, are starting to feel stuck. There aren't enough dungeons, no world bosses, and not enough monster diversity. I know Mainframe is a small team, but the lack of PvE content is likely to be a problem in the short term.

glad kettle
#

Don't know if allready mentioned, but what about more clothes especially work clothes that give bonuses on crafting/gathering.

quaint ice
# light pike You forgot to leave out the major issues with the so-called "Time tested MMOs". ...

This is not a hardcore game. It's just time-consuming. And something that takes time is not the same as something hard. The game has no challenge, no peril, no danger. Pax Dei is a game that strongly benefits from RP, yet we have little tools to do it, and if we were to write a diary about our 'adventures', most of them would be 'today I farmed iron for 2 hours and then I crafter for another hour. Just like yesterday, and tomorrow. But on saturday I'm going to a dungeon with my friends, I hope this time the higher ups show up, because the last 5 times they didn't'. Also, artificially stretched content like the crafting in this game is not really content. Even more so since there is little reward for the insane grind. You create things without a purpose. Right now, crafting's only purpose is to level up just for the sake of leveling up, because there's nothing that really incentivates you to do it more than reaching level 40. Y'all come here entitled saying that this is a 'social sandbox mmo', yet it lacks in the social aspects, the are a lot more better sandbox games that actually give you tools, and it sure doesn't feel like an MMO because there are not enough people for a world this big.

But... this is a small team.

lean plume
#

New Feature: Quest posting, allow players to create quests involving delivery of a specific item of x amounts for a gold + item reward
Example: Player 1 posts a quest for 500 strawberries for 100g + 50 strawberry syrup, Player 2 takes the quest and delivers the Strawberries claiming the rewards and removing the quest

Also being able to put a Quest involving farming monsters in a dungeon as a group could be fun too

late latch
#

Can we get dedicated Discord channel for discussing PxD Lore? In fact, there is a lot of info available on the website and you tube but people struggle to find it hence, the lore isn't well known. It affects RP servers a lot and leads to situation when different groups are living parallel lives in different universe (for example, coping Lord of the ring, world of warcraft lore etc.)

shy wren
#

I'd like to propose - while you're considering modes of travel - boats. The potential trade and transportation capabilities are significant. Could potentially lead to fishing as well.

south elbow
#

I somehow believe that the commentary of late is more about the Pax Dei Mainframe Intended - rather than the overwhelming demand for entertainment driving other MMos'

I could do a list of the top Four MMos on the Market Who Died This Year.

I could do a list of the Next Four to Die as we see AoC entering the Steam EA.

I could also point those who still demand Enshrouded out of Pax Dei - to go Play that - because it is not going to die any time this decade.

And there are the very popular Blood and Gore MMos' which I avoid - some old:

Which many demand all the feature of those in Pax Dei now.

And the New - which have nothing to do with the direction Pax Dei is Going.

Is Mainframe 60 people now? 5 do the World - only Five People.

May the lord Bless them - and the other teams as they see many more suggestions that are aligned with Mainframe's Vision for Pax Dei.

And therefore so assurance that what is coming will be well received.


Did they not say that Fishing - and Rowing Boats - were in the plans?

They backed us out of the water at sea level - {one layer - current in one direction.}

They Connected all the Water Ways in Verse One and perhaps more in Verse Two.

I will look up what they said - but I recall well enough to bring it up here.

But Seriously - Mainframe said - wrote - when they announced that the Bridges were off.

Notice some roads have places we can build over - rare but there.

And Mainframe did make clear that building over roads is in the works - perhaps they will have 'contour fitting' road and walkway build objects - to allow some fantastic integrations.

=`~..@^= Cheers

mighty tapir
#

When I log into the Pax Dei support website using my linked Steam account where I bought your game, and try to submit a ticket I get a 403 error saying I don't have permission to do so. Are you kidding me?

swift pumice
tawdry kiln
#

We need pipes and be able to grow pipe-tobacco! 🧙‍♂️

torn steeple
#

rebalance the exp gained from armorsmithing recipes passed bronze.
rebalance the resources needed to logically make most armor pieces.
fix the desync between servers and clients with state of doors.

i.e doors can open on one client but another client still sees the door closed, but can freely pass through the closed door.
after some time the door state stayed opened and closed simultaneously for both clients while the door animation is closed. allowing both to freely walk through door assets and interact with hitboxes

supple smelt
#

please add glass refinement as:
iron ingot>wrought ingot>steel ingot
rawhide>inferior leather>boiled leather>fine leather
same with cloth
our goal:
rough glass>glass>pure glass
it will speedup production to meet market and alchemy production demand for vials

shrewd glade
#

I'd like to be able to search my own inventory containers (petra storage included) and have it mark the contain, similarly to how the market search pin works

mint fulcrum
#

Over the last week ive seen more and more people out in the PvP zone practically begging people to meet up with them for Training purposes. Even me and my guildmates are frequently dropping out of the clan to go to the pvp zone and duel.

At first this didnt bother me, but then it came to my realization that your developing the wrong things in the wrong order.

VERSE 5- Sounds great for us pvp oriented folks, i cannot tell you enough how eager i am to have some large scale combat out there.
buuuuuut that being said im pretty sure the idea of making a PVP centred update and throwing some new cosmetics to the pve people as a consolation prize is a little rough for probably 80% of your player base.
as i will let you guys in on a secret, PVP zone is pretty much dead out there....doesnt really look to me like most of your players even give a second thought to it.

thinking about it a little closer, why would these people be hesitant to go out into pvp?

Well maybe because they have literally no way to practice or even get themselves into it in the first place.

As of now the only meaningful hand to hand combat , and theory crafting pvp builds I've been able to do is through the means of going out of my way to duel a friend in the pvp zone, i spend 3 hours doing it yesterday and had a absolute blast.

DUELING = FUN

In my humble opinion its a slap in the face to players to make them wait a month or two for a content update that only 20% of your player base will enjoy, and i don't believe its enough to bring the active player numbers back to what they were near launch.

I also believe coming out with a pvp update and not having dueling launch at least a few weeks prior is such a unbelievable under sight.

unique shell
#

If you have seen it all, evolved to the max on every skill and dont know what to do anymore, you have no life and need urgently to get out of your room and seek a rl partner and start a family.... 🤦‍♂️🤦‍♂️🤦‍♂️🤦‍♂️

hazy goblet
#

Maybe Add being able to burn ,,, processed wood ,,, it is still wood and mean we just do waste it , then recycling ?

idle veldt
#

the player circles on the GPS they should be differnt colors for each player

swift oracle
#

Is there a way to increase text? I caint see its to small

obtuse latch
#

They need to come out with a transfer whole base

earnest geyser
#

Alot of the feedback I have has been mentioned, but some happy feedback:
I adore that the goats have chewing sounds. I love them

south elbow
#

Transfer whole base by allowing plot(s) to expire - find base in recovery bin, file, place, whatever.

Any more of the "Move a Whole Chest" requests are just begging for weight - volume and mass- to count.

Jog a whole Pax Dei day to haul back ones max in anything - buffs aside -

Stick to just transferring it to the 'Biggby's Body Chest of Holding for the Win.

What Game lets a player move a whole chest?

And don't say "Slime Rancher" - ya Plort Huffers!

gritty shadow
#

This. I had my base built unlocked better building items and took off my roof, added new walls and now it won't let me put the roof back on. I got so frustrated I quit. It's stupid.

thorny mulch
#

Heyyyyy devs, the hunter's miracle doesn't affect the number of carcasses I can collect.

Oh sure I can reap an avalanche of extra deer intestines as if the poor deer harboured ten redundant digestive tracts. But the fingers of the gods are not able to tickle out a miserable bonus corpse here and there? Especially with the tallow requirements these days? I'm praying to the wrong gods, apparently!

trail kraken
#

Dear Pugs Day developers, Mainframe team,
I’m writing this not to complain. I’m writing because I genuinely care about what will happen to your game — the game I came to with excitement, hopes, and faith that it could grow into something much bigger than just an experiment.

I’m not speaking as a hater or someone who’s always dissatisfied. I’m speaking as a person who truly wants Pugs Day to live, to evolve, to attract new players and not lose the old ones.

But something is happening now that’s impossible to ignore:
the online player count is dropping fast.
Not because the game is bad — but because there’s simply… nothing to do

dense dove
#

Alchemy is such a ball ache I'm really hoping it gets an overhaul. I spent so much time just getting to level 11 due to all the harvesting time, trees for charcoal, stone for sand, then processing it, then waiting for long timers for the glass, then having to level blacksmithing just to make vials and hours of work just gets you a few potions and hardly much of a level up.
I've leveled up others skills so much quicker and easier but was trying to focus on alchemy and there are so many hoops it doesn't seem worth it.

Also, why not have more things that an alchemist can do, like making linseed oil etc, even if it's also something a leatherworker can do. It feels like any liquid items, except alcohol maybe, make sense for them to be able to do.

hasty mango
# dense dove Alchemy is such a ball ache I'm really hoping it gets an overhaul. I spent so mu...

As a lv 26 Alchemist, I actually like the hard grind. It makes the profession feel meaningful. Well… at least it would if things were balanced. Right now it does not feel meaningful at all because potions are trash and nobody buys them, even when they are the highest tier potions on the entire server. High tier potions barely give better buffs than low tier ones, so people just hit lv 10 and craft the cheap low tier versions and they are perfectly fine.

I do not think the issue is the grind itself. The problem is there is zero payoff for doing the grind. The only real reward is being able to craft high tier enchantment oils, and that is only good if you are farming mats in the pvp zones and selling them for good prices, which is what people are doing right now.

So yes, I agree that there is not much for Alchemists to do other than making useless potions and oils, but I also disagree. It is not the grind that needs fixing. It is the rewards. Without any real payoff, the grind just feels pointless.

bitter lintel
#

big part of the whole "payoff for your crafting efforts" is probably that the main playerbase is a bunch of Founders whose already torn through the early tiers because they've done it before, and are part of a clan or clan discord and so do their trading internally, which seems to lead to a non-functional market economy. So yeah, completely fixing the economy to not be dependent on player buy-in on how the game is "supposed to be played", who we also do not have the numbers required for the material/crafting economy to function, would be nice

thin trellis
royal sparrow
#

Couple of things id love to see:
Skills for bow 🏹
No weapon switching cooldown allowing 2 weapons to be used i.e bow and spear
Fix stacks example wood to beams or stocks or planks all different carry stack
Maybe a quiver for arrows so don't have to fill my inventory with arrows
More bosses and content to grind in groups
I know grind is part of game but once you hit certain level exp grind is crazy big 200 bows to get from 20 to 21

wintry nest
#

Suggestion: container slot indicator on hover

Right now, production stations like wells show how many slots are in use (for example 4/8) when you hover over them, which is very handy. But regular containers – chests, barrels and so on – don’t show anything on hover, so you never know if they’re empty or not without opening them.

It would be a great QoL improvement if hovering a regular container also showed how many slots are used, for example 5/35 or 0/35.

soft burrow
#

More feminine avatars

A slider that pays proper attention to the female form (inny and outy bits)

Jiggle physics

Feminine run

Female looking armour sets

Say no to butch women supporters! check out the butch women supporters that thumbs down below!

potent fable
#

things i would like to see. 1. chess 2. buy orders 3 horses carts. 4 locking doors with keys, a key ring that doesnt take up any slots. 5 food potions and weapon spots that dont take away from inventory.

inner star
#

Why they don't make a battelpas sub whit 2 plot tokens and some cosmetics? for $10 instead of onle 2 tokens and some bonus exp/gold/grace ? Connect the battelpas exp to daily task like mining and hunting gathering? its more rewarding then onle 2 plots.

frozen widget
#

Any chance on fixing resoulution and screen size changing when i press Enter to open chat ? It is now frustrating.

minor goblet
#

My son started playing this game off my invite a friend version. He really enjoyes it, and his friends watched him play and they want to try it also. Is there a free trial version that may be available for adventurers, that will allow them to play but not build. They can experience crafting and adventures, but in order for them to have a plot they would need to have the paid version.

pastel zephyr
#

Please put plot permissions at top of list! Friends list for house or even just a few cosmetic guild ranks that we can move long standing members but not officers into… something please!

earnest coral
#

XP balancing skinning knife oild/enchantet

Cutting up an young boar (example) with a iron skinning knife takes two cuts and grands 180XP.
Cutting up an young boar with a oild/enchantet (+50IP) iron skinning knife takes **one cut ** and grands 103XP.

Is this a bug, intendet or overloocked till now?

I didnt try it with other weppen/tool or hardnesses.

south elbow
# minor goblet My son started playing this game off my invite a friend version. He really enjo...

Hold On,

Good morning Soyder2 - without further purchase, beyond the base game- or receipt of a Steam Key for Pax Dei:

Grace for logging in will be Rewarded at 10 [Ten] Each Day one Logs In. [24-hour period]

So in twenty days - or whatever suits - everyday even, players can accumulate the grace required to have a Grace Plot.

Solo - not so much - so fast.

But Two or more will each have 400 Grace at some point.

Just be Clean setting the New Plot over the Previous - as Players share the Grace.

Worth What it Cost You,.. Nuthin. =`~..@^=

Totally NOT into Free Play At Mainframes Expense, In my play.

But it is obvious that 'most' oppose that.

So There is a Way To Play For A Grace Plot - and therefore for FREE - beyond the original purchase - if not a Steam Key.

Save that for the Higher Bandwidth Costs.

soft raptor
#

Whats the point in a beautifully visual game when the gameplay mechanics dont work.

hot fjord
#

Please add duels 😄 we need to practice and we need to try tactics without losing gear to shards 😄

red tree
#

has there been any sort of update on the crafting bug? I'm now getting 80% failures on moderates too. Basically all that is left to do is build and gather.

quaint ice
#

Question to the devs: what is your real intention with dungeons? My clan just had to finish a dungeon run early, we didn't even do one full run because we found another clan already there, so we thought "oh, we can kill their respawns" (then affecting them negatively since we would be the ones to get to kill the named NPC in case they spawn), but when we were half of the way, suddenly 2 more clans appeared, making it 4 clans in total inside of the dungeon. This made the dungeon run unable to be truly enjoyable and profitable.

so I wonder: Why the fixation of not doing the dungeons instanced? what's the benefit there for the players? Because that decision, contrary of what you may think, will give the players another excuse to not go to the dungeons. Dungeons are already bad because:

  1. Lack of mechanics from mobs makes combat dull
  2. having to kill all the placeholders once for an 18% chance to fight a boss is nonsense
  3. having to go through 1 & 2 for a sigil that doesn't even allow you craft anything new, since the blue items have the same spells the grey items have is not worth it.

the last thing we need is less reasons to do a part of the game (even if it's just a 10-15% of the content). You're literally making people stop going to dungeons, or get demotivated and leave. Please, reconsider making the dungeons instanced

unkempt bridge
#

Restart SIF. Crafting failures are crazy high again.

fiery pebble
#

Level 1 Inquisitor camps are strangely lacking in quantity within a given home valley. I counted 6 for Tolosa, this means few starting (bronze) players would get a chance at generating gold directly if the server is high or even medium pop. If the respawn timer is to remain the same, then I suggest +3 camps.

thin trellis
sudden pilot
#

When does verse 5?

idle veldt
#

please make the plots square placing plots would be much easier

lavish ivy
#

500+ hours into the game. Insights: 1) awesome game, love it 2) fast travel should be free in PVE zones 3) market should be centralized in the search for the entire server, you still have to run there anyway 4) game gets a glitch where the XP bars and updates are flashing non-stop and you can't see anything 5) normal running speed should be increased in general 6) in the PVE zone running should be even faster (what's the point of running through empty maps with little to no mobs taking hours of your day doing it?) 7) outside of combat you shouldn't have a cool down on switching weapons (for example, maybe I run with a spear in the PVP zone to be safe but, decide to do a camp and switch to my axe and have not been in combat, cool down should be removed)

hollow bough
#

Many people ask for the chests to be firmly glued together and magnetically attached. Then they will stand up straight and look beautiful and structured. Naturally, an on/off switch for the magnetization is needed.

thorny mulch
#

If anyone's curious, I did an AI analysis of the last 1000 comments here for the last 20 days and here's a breakdown of player concerns.

Crafting (207 – 20.7%)
• Failure rates, recipe clarity, material bottlenecks
• Requests for progression/QoL improvements

Building & Plots (97 – 9.7%)
• Plot placement, snapping, terrain alignment, structure limits

Economy / Market (61 – 6.1%)
• Oversupply of basic goods, pricing confusion, UI/QoL needs

Bugs / Technical (75 – 7.5%)
• Glitches, missing items, UI issues, physics/animation problems

PVE / Combat (32 – 3.2%)
• Inquisitor camp balance, mob density, reward discussions

PVP / Lyonesse (134 – 13.4%)
• Travel safety, group/solo balance, accessibility
• Many comments describe uncertainty or discomfort engaging with the zone

Misc (394 – 39.4%)
• General thoughts, humor, incomplete/unclear notes

Overall Observation:
Most feedback concentrates on crafting, building, bugs, and general systems. PVP/Lyonesse accounts for 13.4% of messages, with the majority focused on usability and access rather than competitive goals. This suggests the zone is noted by players but not a central focus compared to the rest of the game.

crimson bay
#
  • The plot area needs to be square :). It's sad when there are corners left over and there's no way to put pillars or walls.
short cobalt
#

The mechanic of needing to clear a dungeon and wait for 18% chance of a s boss spawning just to clear it again is not fun. It feels like a chore and not an adventure. It makes me not want to do dungeons.

valid robin
vale shadow
# valid robin In other games you have to kill an boss thousands of times because the dropchanc...

At least you get to fight a boss and have some more interesting combat though. I'd rather fight them every time and have an 18% drop rate than have them pop up only 18% of the time (or have a lot more spawners & variety in potential boss spawns, so there's a much higher chance I get something interesting even if its not the particular boss I was looking for).
And having to clear the whole dungeon to even have a chance is ridiculously bad design whether its an item drop rate or npc spawn rate.

sour escarp
royal sparrow
bitter lintel
warm tiger
#

Clan ranks customization

kindred shuttle
#

Chest Sizes - broken ??

Are the chest sizes broken, I skipped Iron Chest expecting the Wrought Iron Chest to be even bigger, but after using higher resources the same size as Tier2 Decorated Chest - see below

Grind for no reward is a huge frustration 😠

  • Simple Chest has 21x slots
  • Decorated Chest has 35x slots
  • Iron Chest has ???? (skipped to get largest could make - see below)
  • Wrought Iron Chest has 35x slots (argh!! same as T-2 chest before it, Decorated??)
wary steeple
#
  • Proposal: Profession-Based Unlockable Titles System for Pax Dei
    Introduction

To strengthen player identity, reward dedication, and make profession progression more meaningful, I propose implementing a system of unlockable titles tied to a player's skill level in each profession. As players increase their profession levels, they would earn prestigious titles that they can display to showcase their expertise.

Example: Upon reaching Level 10 in Woodcutting, a player unlocks the title “Apprentice Woodcutter.”

This system encourages engagement, adds flavor to each profession, and enriches the social atmosphere of Pax Dei.

Title Progression Structure

-Each profession follows a 5-tier progression:

Level 10: Novice / Apprentice

Level 20: Skilled / Adept

Level 30: Expert / Master

Level 40: Grandmaster / Veteran

Level 50: Legend / Paragon

  • Profession Title Lists
    Woodcutter

L10: Apprentice Woodcutter

L20: Skilled Woodcutter

L30: Master Woodcutter

L40: Grandmaster Woodcutter

L50: Paragon of the Forest

Blacksmith

L10: Novice Smith

L20: Adept Blacksmith

L30: Master Forger

L40: Grandmaster Smith

L50: Legendary Ironbinder

Hunter

L10: Novice Tracker

L20: Adept Hunter

L30: Master Hunter

L40: Grandmaster Marksman

L50: Beastslayer of Legends

Farmer

L10: Beginner Cultivator

L20: Skilled Farmer

L30: Master of the Fields

L40: Grandmaster Harvester

L50: Earth’s Guardian

Carpenter

L10: Apprentice Carpenter

L20: Skilled Carpenter

L30: Master Carpenter

L40: Grandmaster Woodwright

L50: Architect of Legends

Stonecutter

L10: Novice Stonecutter

L20: Adept Stoneworker

L30: Master Mason

L40: Grandmaster Quarryman

L50: Stoneborn Paragon

Etc...

  • Conclusion

This title system would deepen the role-playing aspect of Pax Dei, motivate players to develop their professions, and add flavor and personality to every character in the world.

deep gull
#

It is sad that folks are leaving faster than any meaningful content arrives to keep players wanting to stay. I have heard so many times the only thing about the game is crafting and building. Even given the thought that Pax was designed for clan play with multiple persons doing gathering so 1 or 2 folks in the clan could progress on a specific craft. The daily routine of constantly suppling materials with no reward for the gatherer gets old fast. You would think as time passed you would gain better gathering skills or rewards for hours of gathering but that is not the case. Every day I see more and more red flashing plots and have noticed even clans who had progressed in various crafts to a somewhat higher level have disappeared. Without more activities to encourage players to stay we are in trouble. People have asked for many NON game breaking additions or changes BUT are constantly told it's in the works. At this rate i feel we are going to be looking for a new option for entertainment and the Pax Dei team are going to be looking for new jobs. this world cannot survive financially in its current state and may be reaching a point of no return. Such a beautiful world needs constant active updates and new meaningful content. The idea of new decorations is great but would I rather see something that might keep more folks interested in spending more time in the game is a no brainer. I want the world of Pax Dei to survive but in its current state only a few of us loyal players will be left.

thin trellis
visual cloud
shrewd glade
#

The market filter "flowers and herbs" should be split in two - these two item types have very little overlap in utility and so the filter shows a lot of useless results

shy grotto
fresh wave
fiery pebble
#

Please consider simplifying and standardizing the names of armor items to easily identify their armor-class. For example, Pilgrim items seem to cover all armor types. Next, add searchable-parameter for homeland market search by armor types.

marsh sinew
#

Suggestions for QoL changes.

  • Belt pouches to improve carrying items.
  • Herb Pouch for grabbing a few garlic, thyme etc while you're passing it.
  • Gemstone pouch for the big ore runs where 5 spaces taken up for a handful of gemstones is awful.
  • Quiver to store your arrows.
  • Consumables pouch for potions and foods.
    Maybe limited to 2 pouches equip at any time.
  • Craftable armor to help with crafting
  • Tailor makes armor to give +10% yield when gathering.
  • Leatherwork makes armor to give +10% to hides on skinning and +10% more wood.
  • Armorer gives +10% ore/gems when mining.
  • Please give us the ability to break down crafted armor/weapons/tools etc and get some back. This will reduce the insane grind slightly and work well with the mastery craft meaning and item that gets mastery will be kept/sold and standards will be broken back into materials to try again or gain xp.
  • Horse and cart or a Banner-man/Herald/Squire you can hire to expand your bag space while farming.
  • The larger furnaces should have 12-16 slots with the size of them compared to the smaller ones. Same as the charcoal kiln.
pliant wing
#

I had honestly not encountered it before. I thought i might just have been lucky.
Out of 13 easy crafts i just hat 5 fails. That seems a bit.. high.
And right after that, 16 crafts, easy, 6 fails. Both blacksmithing.

steep quail
#

For the second time since launch, I've had a complete and total stranger who I've never had any interaction at all with connect their plot to mine. It's not like they even use the "extra space" that they supposedly get for connecting to any other plot, since connecting to a stranger's plot is a surefire way to lose anything you put on that easement area you get in the middle. Can we PLEASE have a setting or even just a change implemented, to where non-clanmates can't connect their plots to ours, pretty please??

If a clanmate leaves the clan after connecting then maybe it'll stay connected or something, idk, I just don't want random people connecting to my plots anymore. Looking like I'm affiliated with people who I don't know isn't something that I wanna have happen- I don't know anything about the people who are connecting their plots to mine, idk if they're rude to other players, idk if they're trouble-starters or anything. I just wanna build stuff with my clanmates in peace, and get to know other players before they jump in and immediately connect their plots to mine. Please consider changing the in-game mechanics surrounding plot connecting, thank you.

bitter lintel
high token
#

An 18% chance of a Named enemy who has a 100% chance of dropping a relic is mathematically identical to a 100% chance of a Named enemy who has an 18% chance of dropping a relic.

The first is more vulnerable to exploitation, as we have seen.
The second would be more fun for the players.

valid robin
#

Personally i think it would be better if there is an 18% chance that the named spawn like it is atm but the placeholder grants a drop of tattereds

Maybe for everybodys else they should increase the chance that he spawns to 50% or something like that or they should make it like Draknora said

royal sparrow
#

Literally all the Devs gotta do is ask chat gbt how to improve it and chat gbt literally mentions everything everyone has put here 😂 any news on verse 5
It's a joke don't deep it

thorny mulch
# bitter lintel Giving people the results you asked an AI to come up with is pretty useless if y...

I took all the comments from the last 20 days and asked it to categorize them all and note the percentage of comments for each type of question. Nothing much there to object to, I would say.

The note at the bottom of the analysis is because I asked it specifically if people seemed to be interested in PVP/Lyonesse. That's open to interpretation for sure. Just because there's a lack of Lyonesse discussion in this channel doesn't mean people aren't interested in it.

gloomy lantern
#

Give us the ability to build with F10 view

steep forum
#

Crafting 200x silver buttons at 20/21 tailoring, about 40% failure rate. Bit harsh

midnight bane
#

Zebian Maulers have no Cooldown on their unblockable Lifeleach attack, Its a small thing but would help make the PVE a little bit more cohesive for a solo player if they didnt start spam casting infinite heal after they start losing.

Armorcrafting is by far and away the most Expensive tradeskill to level, and the most resource intensive past level 10; It's not even close it shouldn't be a clan only skill.

warm tiger
#

Titles after a certain game hours, number of plots, kills and so on (Lady, Lord, Sir...)

compact plume
orchid glade
# midnight bane Zebian Maulers have no Cooldown on their unblockable Lifeleach attack, Its a sma...

I agree with you – especially the experience points are so absurd. You get 330 experience points for crafting wrought iron rivets, but 450 for a wrought iron shield – where's the logic in that? Even in clans, farming resources is ridiculous. I'm at level 19, on level 20, and it takes 20-30 hours of farming for just one level... where is this going to end? There aren't any side items you can craft, so the experience points for armor and shields would need to be at least tripled to make it comparable to other professions. And above all – what clan needs 1000 gauntlets II?

tacit bobcat
#

Hey Devs, I've been very happy with the transparency and frequency of patches/updates. But we really need you to address bows and fletching. As much as I would love the priority to remain on what we collectively voted on, there's quite literally no reason for anyone to want to push leveling bow or fletching. And we've been asking for changes since last year.

I'm currently a level 18 fletcher and the only arrows I "can" craft that give xp are Silver or Steel, which have a level 30/31 difficulty and are both very hard. So I'm failing nonstop. On the bow side of things its slightly easier, but still very annoying because /I can make Bow Staves and Hunter's Bows, but I've already pumped more than a chest full of them. This wouldn't be an issue if more people were using them in the clan or buying them, but the bow's function as a weapon is mediocre. It does lack luster damage, requires tons of arrows/ammo that take up inventory slots, has no skills, and resets the skills of the more useful melee weapons. As it stands, it lacks purpose and validity beyond quickly taking out deer and small animals. Every other mob in the game would take too many arrows to kill and/or would likely kill you first.

I know there's stuff coming down the line, but right now at least adjust the difficulty of silver and add an arrow type between them and wrought iron, so that we have a means to level with something thats more useful for players. We only need so many bows on standby. But will definitely go through arrows.

hasty mango
#

Why are potions still unusable during combat or any interaction?

There is already a cooldown on potions to prevent people from spamming them, so misuse is not even possible. But why can we not use them during combat or interaction (e.g., using stamina potions during mining, woodcutting)? They have a long cooldown, and even when you finally use one, many times nothing happens. It just gets canceled, and then you have to wait several more minutes before you can use it again. Honestly this is ridiculous, and this is exactly why most players hate using potions. When it actually matters, potions do not do anything.

I have seen so many PVP videos where players try to drink a potion while running away or fighting, and it simply does not work because they were moving. Even if I stop moving, if I press it too fast or not at the exact perfect moment, it still fails. And then I am stuck waiting several minutes again before my next attempt.

Seriously, please fix this. It is not going to be overpowered at all. I want to use my potions. And I want to sell potions with a clean conscience, feeling like they are actually useful. But right now, I honestly feel guilty charging people gold because they are just so useless and unreliable.

Please at least fix this one feature. I know this "you cant use ur potions when u move" feature is intentional. I talked to someone connected to the game who said it is not a bug but a feature the developers are aware of. But if you intentionally designed it this way, then please, I am begging you, reconsider and fix this issue.

Breath of Spirit restores mana instantly during combat or whatever you are doing, but even tonic potions, which are supposed to instantly restore your health bar, do not actually heal instantly. Please just make them instant heals the same way skills like Breath of Spirit work. Why not do this already?

obtuse latch
#

Please make a better moving service this one sucks haha

dull merlin
#

smoke physics plz

fiery pebble
#

Please consider making the various mining nodes more distinctive. Tin/Iron can be hard to tell apart for the visually challenged like myself

short nest
#

Give players tools to create extra content.

NPC that can be placed like a market stall has access to everything stored on the local plot, players can configure buy/sell options

  • 50 strawberries for 10g
  • 10g for 50 strawberries

This would allow for more of a market and make the world feel more alive, if this works well you could allow players to input more information and text that the npc communicates

For right now some improvements

  • no more failed crafts
  • half the output of consumables food created per craft
  • double standard materials required for armour/weapons - double the xp per craft
rapid frigate
#

More Graphics settings and optimization please,

unique spindle
#

Please change the recipe for the "steel chopping axe"
Since the change of recipe for the linseed oil
it still requires 10 linseed oil which is 100 tallow
for 1 axe
it became impossible to produce for a clan

undone wren
#

Please move the XP/loot report popup somewhere other than the place that shows what we''re targeting.

orchid glade
#

When will the cooldown for switching from tools to weapons finally be fixed? 20 seconds is unrealistic even in real life. If you're going to include this as a feature, at least adjust it to the weapon level. Level 0 - 20 seconds, level 10 - 15 seconds, level 20 - 10 seconds, level 30 - 5 seconds, and level 40 - 0 seconds.