#General Feedback - Decemberš
1142 messages Ā· Page 2 of 2 (latest)
I know the game is in development, as IT Specialist, for Software Development, i know the limitations that is given from the game. For example, you can't add dungeons dynamically (like player mines), into the game, because you need a server restart to do so.
We have a good crafting or better building experience. Thats good. Lets do something with that.
As mentioned earlier. You could add some craftable stuff, like "Tax office", for seeing your journal of potentially buy and sell orders. We don't need to see, some diagrams, but we need to see what is sold, so we can refuel them on market. This is lost atm, and i have to go thru the process of checking my markets, and remembering what i put there.
Farming and Plantation. As i told before in a post. This could be important, to make players, self sufficient in a way thats healthy for the game. Atm, farming ingridients, is part of the gameplay. and sometimes harvested all the time. So a farm, where you can grow up (like the windmill), for harvesting /farming some cereals, that we can use in production, would be very helpful. And - it would on the other hands. Like having this "Harvesting Plots" (like double the size of plot - 1 Plot for the "Farm", and an additonal Plot for building the Farmers House, that could be sold by the "Clan" it owns, helps you to gain some income, by selling this tokens to the clan.
Also this will offer some "Feudal" System, like countrysides, that a clan can hold. And this could be gamechaning, by doing it so. First it will change the View, how Pax dei would look like, give some more immersion. And make the crafting a bit easier. No need to give them a big advantage, 10 Slots for growing up some grains (in a 6-12 hour period) , would be enough, but it would helps, to evolve the Economy, by doing it so, and make the regions a bit unstick together.
I don't say, ok, lets grow up some mushrooms. But cereals, Apple trees, Grape and Hops, could be added, as a "Building" - in a size of a full plot.
Regarding the Feudal System. Make it so, that depending on the Clan size, there are slots, where you can fill up, with this "Harvesting Areas". - And make this "Slots", maybe captureable, by other clans, like war systems.
And continuing to war systems. Imagine following. A war chest, Where all the tax is gone, gonna be it some items, or gold itself. That can be robbed, like the old robin hood would like to see. Stored in a room, that needs to be safed. And by clan wide war declaration, this could be "accesible".
But remember, war mechanics, needs to be sorted out. War eligiblity - like owning a chest, or declaring some land for your farmers as your own - needs some interaction, and planning. So that big entities, not rushing or zerging over smaller clans.
I mentioned some siege modules etc... but this is some topic we discuss later. War mechanics, to allow to pvp peoples in pve zones, clan by clan. Could be interesting, and we need a discussion regarding that, how to evolve this, that compared to eve online (where goons have big territory, and ruling the server), not happen to pax dei. (ok they are 50k players), but this could be happen here too (not playerbased, but historically, if an entitity is getting to big). So limitations is recommended.
I'll be honest: my hopes for Pax Dei are slowly dying.
Each of the new Verses has brought me a feeling of loss :
- no more torches.
- the variety of so many beautiful clothes (gambeson, blacksmith apron, leg warmers...) ā all gone.
- The magic of finding a special item with a Spell - replaced by standardized armor
- Then came āRepair everything at all benchesā and it felt like a slap in the face.
- And now Homevalley Markets.
Everything that made Pax Dei an extraordinary experience for me is gradually falling apart.
I really don't know how many more losses the grandiose building system can compensate for ...
[Edit: forgot to mention the annoyingly gigantic strawberries! I boycott them now!]
When I first heard about Pax Dei, I thought that MF was planning to create a true sandbox MMO. My hopes grew even stronger when I learned that some of the developers had previously worked on EVE Online. I have been playing Pax Dei daily since the start of Early Access, and my entire gameplay journey can be found on YouTube.
From the very beginning, I noticed many problems in the game and many temporary solutions that, for reasons I still donāt understand, ended up becoming permanent systems. I endured MF treating the founders as a problem rather than a valuable asset. After the crafting changes, I gave up on producing items, considering it now an activity meant for clan-based crafters, and limited myself to gathering resources instead. Despite all this, I always believed that Pax Dei was a unique game with the potential to become a great isekai-like world.
However, after the recent announcements, I came to the conclusion that MF got scared of Ashes of Creation coming to Steam and abandoned the idea of building a community-driven sandbox MMO in favor of a theme park approach. Thatās why I want to tell MF a simple truth: theme park MMOs are not your competition, because they attract a completely different type of player.
By announcing your project, you ignited the hopes of thousands of players who, for years, had no game made for themāplayers who are ready to play for decades, just like we see with EVE Online. Your recent announcements, much like many of your past actions, are extinguishing those hopes and show that instead of choosing deeply committed players, you are choosing a very vocal group demanding constant conveniences and simplifications for quick dopamine-driven thrills. In doing so, you are pushing away players seeking a community-driven sandbox MMO, while theme-park players will not stay long anyway, as Pax Dei will inevitably become boring to them.
Whatās next for us? WoW-style group finder?
Rallying Banner Stun not working as intended
You can clearly see players continuing to attack, even if they have the effect on and the damage keeps on coming.
I am hearing something very consistently. People don't enjoy the simplified item pass that happened before 1.0. Universally, everyone I've talked to about it misses both the more expanded item slots and also the spells that came along with them (and the ability to pick them)
I get that it is much harder to balance but considering this isn't a competitive game like WoW it doesn't matter the same way (and it's not impossible to balance, just more difficult)
Sometimes redoing something results in a worse thing, even with the best intentions. I think if you were to roll back the item changes, people would generally appreciate it. Or just have them exist side by side
Totally agree. The gear/weapons change in Verse 3 made combat have less progression and sigil lose importance. WE lost the pauldrons and the underpants and we lost the uniqueness of sigils. Now killing a named NCP doesn't give you new skills, it just gives you a bit more durability/power to an item you could already craft
I absolutely dislike the coming function of the "buy on each market stall of the home valley".
From my perspective, groups/clans are responsible for their advertising of their market.
We have build a market place. With this change, the market place is useless. You take a community feature away, cause everyone can just place a market stall on their plot and that's it. Why to work together in this point?
From future days on, you will just port to the Petra Dei and buy and port to the next.
Villages will not longer be needed to be visited for trading.
For me, the new function sxxxx.
I want Pax Dei to be the social sandbox MMO for the next decades. Not the next ordinary MMO of the "gogo, I don't have time to enjoy my play", just because they scream louder.
I got told (its not true, but they tell so), that MF is just listening to clans. So, I am a clanlead. Don't ruin Pax Dei by making everything easy.
Edit: If you announce a group finder, I am out.
The rate at which weapons lose durability upon death is painful... One dungeon run can pretty much destroy a weapon.
Standing agro mobs or chasing you halfway across the map even though you didn't hit them.
Other way:
Trees levitating after being cut down still occur, sometimes it's funny but more often it's annoying as you try to finish the job by jumping to each axe hit.
there seems to be an issue with aggro, especially with wolves; I can successfully drop aggro by running away, and the wolf I've attacked will continue chasing me, but the second animal (I've noticed it with wolves, boars, bears) will get stuck in a loop of reaggroing and going back to spawn point. I've also noticed that mesmerize on wolves make them still pursuit you (they are meant to be stunned but they will slide towards you and sometimes still attack you, but in a stun animation). I'm also struggling with going near animals I've dropped aggro from; the moment I go near them, they immediately aggro, even if they aren't looking the other way, at an abnormal range
Hi everyone, Iāve put together a list with some points that I think could be interesting to suggest to the developers. I know many of these ideas have probably already been mentioned, that some may already be part of their internal roadmaps, and that others involve a certain level of technical complexity.
I really love the game, and at the same time I can recognize some of its weaker points, which I think are worth highlighting as opportunities for improvement.
1/2
UX & Daily Friction
Auto-sort inventories and chests (stack + group by type).
Improved Skills UI: clearer tree, pin main skills, hide irrelevant ones, on-screen tracking.
Optional minimap (toggle).
Cancel crafting queues in stations (especially long furnace jobs).
Construction & Settlements
Upgrade building pieces to higher tiers without breaking structural stability.
First-person building mode for precision (interiors, corners, heights).
Toggle plot boundaries visibility while building.
Large gates / portcullises for castles and fortifications.
More visual variants of stone and wood (dark/light/aged/mossy).
Native decorative pieces (fountains with water, cathedral elements, etc.).
Logistics & Quality of Life
Functional wheelbarrows (carry in inventory when empty, deploy, push when loaded).
Craftable backpacks/bags via leatherworking (small, balanced capacity increases).
Mounts with storage (saddlebags, different capacities).
Economy & Grind Reduction
Asynchronous buy & sell orders (offline trading).
Direct player-to-player trade (no chest workaround).
Recycling system for obsolete crafted items (recover % of materials).
Teleport & Maps
Global list of unlocked teleport points.
Direct region/map selection without unnecessary intermediate steps.
whats the point of practically no stam regen while in a fight.. do you just no want us to block ever?????
If you actively use markets, you'd see it is hard to buy a lot of items because they're just not listed and if they are, it is in small quantities. The main reason is lack of players. This won't bring them back. It will however, destroy market communities that already try to exist in convenient locations.
we have signs for smithy and weapons... but no armourer tools, we need a sign for that.
PLEASE GET THE BASICS DONE!
Just 2 EXAMPLES...
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DESTROY. Key bind.
It cannot be changed to another key bind. WHY???
Just a slip of a finger on the mouse and you destroy a floor and have to work 20 minutes to put it all back together -
FIRST PERSON VIEW
Building with out being able to go into First Person View to place items. WHY???
There are a lot of these thing that are BLATENTLY OBVIOUSE which are never fixed.
So what does that mean?
a) The team is too incompetent to do it?
b) Or the team just does not care, they only want to work on 'cool' stuff?
What ever the problem is management needs to pay attention to Quality of Life BASICS.
PLAY YOUR OWN GAME for a week like a regular player would and these things will become FRUSTRATINGLY obvious.
Look at the reactions: YOU are the minority
Devs: we do NOT want a heartland market system that takes away from the exploration and adventuring of the game. One of the main highlights of this game compared to others is the fact it does take time to do things, and among those is the ability to see someone across the territory has that item you are looking for so you go on a trip to get it. This allows us to see other people's builds, their lands, and make new connections.
I said a couple dozen people where in the thread and against valley-wide markets before people even voted. A couple dozen downvotes - as I said lol. Go ask around your server and zone. You'll likely find that most are in favor of it and many more are in favor if you put certain restrictions around it like a higher price for buying that way that goes to the seller.
Homevalley wide markets kills the economy, Right now you price your items cheaaper if you are farther away from the main shrine. now all prices will be identical everywhere as i can just pop in stone by stone and buy everything without moving.. there is stuff i dont go buy in some zones cuz its too far for me, but other people may not mind the jog... It kills the whole idea of clan marketplaces, as why bother with clan when you can just list all the stuff at your private house market and it show up in same spot.. this is dumb idea
You should only be able to sell anything via market if you are actively manning your Player Stall. That's immersive simulation. Get on my level.
Just my two cents about this, If they make buying stuff easier than it is right now, then people will most likely buy more. Right now I have close to no interest in the public marketplaces that people make here and there, because I have better things to do in the game than to travel to the nearest market (which very well may be at least two home valleys away from me) to sell something that nobody will buy. With this update I could definitely consider travelling more and selling stuff in other valleys. So no, I don't think marketplaces are useless
this one stands on business
The only way I see this home valley market working is if you still need to go to the stall to pick the item up. If you can purchase from a distance to ensure itās there when you arrive, thatās one thing. Delivery by drone or magic doesnāt work.
I would agree with this solution - provides QOL but doesnāt break immersion/travel
Second part of my list!! waited 6h ^^"
2/2
Combat, Classes & Roles
Bows with real PvE/PvP viability and active skills.
Missing roles: archer/hunter, rogue (daggers, speed), stronger damage mages.
Stealth & Tactical Play (PvE-focused)
Crouch / stealth mode.
Reduced NPC detection.
Ability to avoid danger when low-level/gear.
Backstab bonus in PvE (no PvP abuse).
World Activity & AI
NPC patrols between camps (routes, banners, caravans).
Less static enemy placement.
Living World, Weather & Night
Dynamic weather: rain, storms, wind affecting vegetation, fog.
Darker nights with real torch/light utility.
Night-only enemies or events (ghosts, entities outside usual zones).
Fauna & Ecosystem
More neutral fauna (not all combat-focused).
Birds (flying, flocks when chopping trees, perching on buildings).
Hunting birds with bows; new resources (feathers, poultry meat).
Aesthetics & Visual Polish
Proper plate gauntlets with articulated fingers.
Reduced clipping between armor and cloth.
Transmog / appearance system (ingame unlocks + optional cosmetics).
Basic facial animations like blinking (avoid mannequin look).
Roles & Immersion
Activity-specific clothing (lumberjack, fisherman, miner, farmer).
Small, balanced bonuses tied to those outfits.
Clear visual identification of player roles.
Graphics & Performance
More granular graphics options (disable motion blur, AO, etc.).
Better performance in large fights and populated areas.
Navigation
Auto-run that follows roads (QoL for long-distance travel).
Long-term Systems
Farming: plots, seeds, growth cycles, controlled seed economy.
Animal husbandry: corrals, basic behaviors, wool/milk/meat production.
Communication
Clearer, more transparent communication with active communities.
Context on challenges and priorities; occasional work-in-progress sharing.
Flexible, non-dated roadmap organized by major development areas.
Bottom line for me is this: I play this game to escape from a world where I don't have to interact with a single other human being in order to buy something. So don't turn the game into that kind of world.
Did as suggested, and I have yet to hear a single person in Sif -Merrie that is for this. I'll now venture to Sif - Ancien. So far, you are still the minority.
Yeah, calling lies on this as I actually did this on Sif - Atigny and, as I said, everyone was either for it as is or for it with some modification as I suggested. I was also literally on Discord voice chat at the time with the clan and, unanimously, everyone audibly said something akin to "love it" or "that seems cool". But you do you. Opposition to it also betrays folks critical thinking skills. For example, there are several economic benefits to having valley-wide markets and purchases through the UI directly - especially if you add some additional context to it like an additional fee for doing so as opposed to buying from the stall. Either way, you do you! Regardless, I don't really have any personal skin in this decision. I think it's a great idea and would encourage me to buy things off the market but, as is, and if they don't implement it, I will continue to never bother purchasing anything from anyone as I'm leveling all crafts and, for the time being, my clanmates and I provide for each other.
- Please change the crafting system for <<enter amount with numbers>>, instant craft the whole thing.
Having to wait for items to craft is not fun and can take away a LOT of our gametime. Waiting 30 min for 500 plates to be done is not fun.
Couple of things...
Being able to "re-eat/drink" before the timer expires would be really nice.
Blinking. Seriously. It sounds silly, but having your character just 'blank stare' into the Void is just..."lol" worthy; even Vanilla WoW had blinking."
EDIT: Hmm, it appears there's a bug, if I equip my hood, my character will blink a couple of times and then goes back to 'dead staring'.
Quick Deposit: Makes clearing inventory much easier when you can just "F" a box and drop 'same items' from your inventory into containers.
replying to bump this to devs. I love all of this. I see your vision. im excited for yall to make it a reality
Add homevalley/region where items can be withdrawn from the redeeming queue or is it just the PVP region that doesnt have a "homevalley" shown in the redeeming queue - Am I missing something or does the redeeming queue/Refunded items queue give no indication of the region the items can be withdrawn in? It says the server name but not the home valley. Like say you have items from the pvp zone and two different home valleys, how can you tell which comes from which. Since you can only redeem them in the same location they were added to the queue, right?
Making arrows is SUCH a time sink. First, 10 stack on the stocks makes it where it takes forever to make stocks in the first place then you can only do like 200 or so arrows at a time because of inventory space. Arrowheads are 50 per stack, why can't stocks be the same? Or if you don't want to change stack size on stocks, make a new fetching recipe called arrow shafts that are 50 stack that can actually help with leveling fletching. Fletching is by far one of the slowest progressions I've ever seen in a game.
I think the last update made many temple dungeons and even some rivulets unfriendly to a group of 6 geared with T3 armor. Temple dungeons especially seem to be geared to clan parties of 12 or more now; then why can't we have raid groups yet? We have the choice between foregoing half the xp or destroying our gear trying to get through. I doubt t4 gear will magically fix that. Not a great look for your game design team.
SUB-CLAN (NOBLE FAMILY) PERMISSIONS. In some cases, sharing a resourcing location with the entire clan can be risky (what you've put in the processing stations, once ready, can be taken out by anyone with access. So, add a additional permission level, FAMILY, players you know well and perceive as a trusted family group, whom you designate yourself, by name. It's like a sub-clan, the members of your family group will be able to work your stations, build things on your plot, have their own storage and processing areas. People with whom the project you all wish to build is well defined. People with whom you pursue the clan objectives, but in a more focused way
OBJECT PERMISSIONS. I would also like to be able to set permissions to access certain processing stations. Like, that is Tim's forge, that is my forge, etc. Would solve a lot of beef, if such access could be set. Sort of , like having the key to a lock securing the processing station.
Please add Raid Group function. Would be extremely nice to have a bigger group size when running Dungeons or PVPing.
[Express delivery]
Similar to reality, the courier is played by real players.
-For example, if you purchase an item from the market in the neighboring province, you can either pick it up yourself or choose to have the item delivered to a courier station and wait for other players to deliver it to you, at which point you will have to pay for the shipping cost.
-All players can see delivery orders, including commission, destination, departure location, and more.
-In addition to orders generated by trading stations, you can also customize independent express delivery orders, such as shipping 1000 cotton to neighboring provinces.
Freight: The system provides a benchmark price A and calculates the distance B between the departure and destination, AxB=final price. Buyers can increase A to increase the attractiveness of the order.
(I would like to mention the full map market. I guess it's just that you can remotely purchase or sell the entire map, but you still need to personally pick up the goods. If you enter the backpack remotely, then the above system is meaningless.)
Regarding the conversion of goods into express packages, in reality, it is necessary to transport physical items. However, in the game, I believe it is possible to only transport 'transportation capacity' to avoid the problem of placing goods in different stacks. Additionally, it meets my expectations for the upgraded level of express delivery.
By the way, I don't want the player's items to be truly lost, such as a courier being attacked and killed by an NPC, resulting in the inability to retrieve the package.
Capacity: A 1-stacked item equals 1 capacity, a 20 stacked item equals 0.5 capacity, and a 50 stacked item equals 0.2 capacity. [Capacity] exists in the form of a package in the backpack, with 1 [Capacity] occupying 1 compartment. Items with less than 1 [Capacity] can be stacked until reaching 1 [Capacity].
Supplement in 6 hours.
Wow loads of comments about next 2026 previews ;op
Well I too got some suggestions:
-markets:
Iām a solo gatherer/crafter, Iāll lose more time going to markets than gathering⦠thatās a fact.
BUT social aspect is important and I built a pretty nice marketplace for people to come and have a ācustomerā experience.
- You need a gold sink: make the prices for goods bought remotely higher (much higher?) so lazy people pay the fee of time gained. Not all people have the time to go far (or the patience, but they might have gold.
- You do not want mounts or bags ok⦠so higher running speed? On roads only? So there is a real purpose for placing villages strategically and people can use these roads to really accelerate either buying or gathering⦠the results is the same, accelerating the grind without the sluggishness.
- All of these are easy fixes.
PVE:
Numbers are decreasing FAST⦠you cant rely on people to be there next week.
For plots, management, crafts etc itās tough⦠but for pve⦠if u need a party to do anythingā¦u canāt anymore.
Maybe a better clan search?
Rework food:
- Outside food is better than high tierā¦
-We produce too much food, more than we can use⦠less food production means more value on market?
Alchemy is useless: in what game u can use a potion every 10 minutes, with so low usefulness? And with the price time needed to produce itā¦
Jewelery? What is the point if there is no attributes added.
Well these , solo/dua people could be able to play without having to wait for less and less players to be available.
What I disagree is that on is the assumption that agreement inside one clan or Discord group equals broader community consensus. A self-sufficient clan that levels crafts internally will naturally view a valley-wide market UI very differently than small clans, independent crafters, or players who rely on local trade hubs.
If you look beyond individual Discords, itās clear thereās significant pushback around this topic ā not about efficiency, but about the loss of social interaction, local markets, and inter-clan dependency.
So this isnāt about lacking critical thinking or being anti-convenience.
Itās about recognizing that different playstyles are affected very differently, and that systems should be evaluated at the ecosystem level, not just within one coordinated group in Pax Dei.
After the announcement of the upcoming update ā in which homevalley wide markets were presented as the second most important feature ā the following needs to be stated plainly:
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Mainframe seems to understand its own gameplay and the expectations of its audience so poorly that this idea was not just discussed, but approved, put into development, and presented as something positive meant to āmake players happyā.
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This shows, once again, how weak the two-way communication between the developers and the community really is.
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The contrast is especially obvious when compared to the slogans from the recent article. For almost two years, āSocial sandbox MMOā and ācommunity firstā have existed mostly as words. In reality, there is not a single truly social system at the level of valleys or provinces.
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In valley chat, all we really do is say hello to each other. Trade that required visiting stalls in person was the only fragile chance for real interaction. Fragile, because purchases often happen when the seller is offline.
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There is no clear notification that someone bought something from you ā no way to notice the buyer while you are online, run over, and thank them for the visit.
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There is no purchase history showing who bought what while you were away ā no way to write to that person later, thank them, suggest new goods, or invite them back.
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There is also no real communication with the community, and no clear explanation of why these basic features are missing. If you step back for a moment and forget emotional attachment to this world, is there any reasonable explanation for why a simple sales log does not exist? And if this is considered difficult to implement, why should players believe the same team can deliver more complex and interesting systems anytime soon?
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The announcement of homevalley wide markets has already caused serious harm to Mainframe. If this system is not canceled, introducing it would be pure madness, especially with the player count already falling. But even canceling it will not change the fact that the developers seriously considered such a system. It will not change the fact that players had to argue with the creators over the very things that made this world valuable to them.
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In my view, this damage can be addressed in only one way: by openly admitting that the communication approach used so far simply does not work. Words replaced real actions, which led to a crisis and now requires a major change in how developers talk to their audience. Without that change, this otherwise beautiful world is heading toward its end.
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Beyond admitting a mistake with homevalley wide markets, there needs to be an honest conversation with the community. A willingness to stop avoiding real, frequently asked questions, instead of answering only the comfortable ones. A willingness to support the slogans that brought many of us into this world ā and keep us hoping ā with clear descriptions of real mechanics that prove those promises mean something.
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You no longer have the luxury of keeping intrigue through uncertainty. That chance was lost the moment homevalley wide markets were announced. Now uncertainty works against you. Players have good reason to fear that something just as harmful could appear again. What is urgently needed is a shared roadmap ā especially for social systems ā to rebuild trust and give players a reason to stay.
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And it needs to happen within weeks, not months. People around me are leaving right now because of this announcement.
Devsā¦
This market update is really killing what you have stated you want the game to be.
You want a game where people make their own content, build villages, and visit each other. If I can buy whatever I want from the Petra Dei, why am I going to go visit someone elseās town? This will make villages more dead than they already are. Cmon guys. Buying from markets is the main reason most people go check out other builds.
Ideas have consequences. The moment the ability to buy items in the valley without visiting a stall appears, demands will immediately arise to extend this to the entire province, because after all itās basically the same thing, so it will be implemented as well. Then it will turn out that if you can buy from the whole province, why not from the entire world? And if you can buy from the entire world, why only while being on your own plot or near Petra Dei, and not in a dungeon? And if you can buy everywhere, why canāt you sell from anywhere too ā after all, itās exactly the same thing.
Whatās funny is that this wonāt solve one of the main problems, namely the difficulty of searching for goods. Additionally, it will eliminate logistics and cause the only possible form of competition to be price, so complaints will quickly start appearing ā why canāt I sell anything, because someone is always undercutting the price?
Letās go a bit further into the future. If goods can be transported from any place to any other, why canāt the player do the same? One can consider further consequences, but I admit I donāt want to, because it would no longer be a game I would want to play.
Thatās why I would like MF to clearly explain its vision for the game, because it is evidently different from what was presented at the time of the gameās announcement. It might also be a good idea to update the information on the website, so that future players can avoid unnecessary disappointment.
Continue with the previous #1444971380335706172 message
[Express] Level: As the level increases, your load efficiency will have an advantage, such as reducing the shipping capacity required for stacking 1 item from 1 to 0.5, which allows you to transport more items each time than before.
In this way, even if you don't want to trade, you may have more motivation to visit the markets of players from different regions, or earn some extra money while traveling.
The above content can also be extended to a system for players to post tasks, just like some unofficial websites have already implemented it.
Develop more content that can stimulate players' creativity, the game will become better and better.
Add a "builders pouch", or let us build with materials from our chests while on our plots. I forgot how annoying it can get having your inventory constantly full, and tearing down things and everything overflowing onto the floor constantly.
I dont think this could be abused if its limited to building materials, or is only accessible within your plot while using a building hammer.
I agree with @blazing hare, the new market system has some big issues. It will do like any other mmorpg ive played with the biggest issue being undercutting prices and getting the monopole of some products if not all when you have enough money. It is clearly the easiest way to make money when it is in place.
Now is it what they want ? (I don't haha) even though I can be "good" at that it always kills the market... especially this friendly spirit of buying at someone's place. Also many sellers are placing chest with "ā¤ļø" to give free items. This happens more because we have to go to each base to buy items ! Those are good vibes as oppose : to refresh market > undercut > buy items that are too low price > resell
For me this game has a better vibe for roleplay which is why some people spent time building market places and other non useful buildings. Where is the role play in buying from anywhere ?
Now why would they do that ? What is good about it ?
=> We dont have to travel anymore. Because for me the biggest weakness in the game mid/long distance travelling. There is no way to go in to your base quickly unless you are next to a teleportable shrine next 500 other bases. I chose not to, and walk a bit more for a better place with my clan. We also sell less. So we will benefit from this update if it does througj (I hope not). But it is sad because the real issue is travelling not the way the market works.
I think you should reconsider the market idea for what was said from @blazing hare and the whole monopoly vibe that will follow on crucial items.
For the travelling I only have 2 ideas as of now but you can find a lot more I think.
1/ any type of mount would be nice but I don't really know how it would work when in PVP zone.
2/ when inside a zone you can teleport to any smaller respawn shrine of the same zone for 10 grace. Instead of one teleport per zone for 20 grace
Instead of the new market system, can we get buy orders?
I would really like to be able to search the markets by typing the name, or start of, so it's easier to find something I'm after.
What about a public market area near the petra dei where people can rent/erect stalls or something sort of realistic/immersive? A market square where you're allowed one market stall would be a pretty neat alternative.
Almost Alchemy 30 and using 25k sand and 18k coal daily on 16 furnaces
Whereās our horses?
Please make massive doors like in valhiem or in big castles
Maybe just maybe you should consider allowing body summoning in Lyonesse. I mean it's not very nice to die 5 times on the same slope, trying to recover my hard earned mournwood, and have to curse at the sliding physics.
Not so bad if you can buy anywhere from your valley but have to go and pick up anyway the stuff. This could be fair.
A market log is mandatory for any trading post.
Market log AND buy orders, i would say.
Can we please get whomever is in charge of the economic future of this game to talk to us and lay out their credentials? Because it definitely feels like whomever that is has zero understanding of economics, trade, resource allocation, market friction, etc. Did you folks even hire an economist? Because you absolutely should have.
If you have to go and pick up the items at the shop, then I don't even see the point of allowing people to buy from the petra, might as well just leave it as it is right now and work on something else if they're gonna do that...
Someone else had made a good point about this, even if that were what was implemented, it wouldn't stop people from placing markets in their plot, then walling off the market so it was inaccessible.
Even if valley-wide purchasing were paired with buy orders, transaction logs, or search functionality (which it clearly is not), this announcement would still represent a serious change in direction ā not a minor design misstep.
Weāve seen this before:
⢠Layered armor slots removed rather than meaningfully iterated
⢠Repair systems flattened until every station does everything
⢠Portable lamps and torches removed entirely rather than improved
When the removal of lighting tools left players blind in forests and caves at night ā an immersive condition in a world meant to value preparation ā the response was not restoration or iteration. Instead, nights and interiors were brightened until they became functionally indistinguishable from daytime.
The problem was created by item removal.
The āfixā was removing the immersive cause (darkness) as well as the immersive solution (lamps).
Valley-wide markets donāt just fit this pattern; they consolidate it.
This isnāt trading evolving into something richer. Itās trading being compressed for easy maintenance, without being offset by deeper mechanics elsewhere: no logistics, no transport, no player-driven delivery roles.
These successive āquality-of-lifeā simplifications remove the need for immersive logistics systems ā mounts, caravans, physical movement ā before they ever have a chance to exist. If systems are repeatedly simplified rather than expanded, teleportation-based travel inevitably replaces embodied movement instead of coexisting with it.
The cumulative message is hard to ignore: when a system becomes difficult to expand, it is flattened instead.
This is no longer about resisting convenience. Itās about recognising a clear philosophical shift:
when systems become hard to improve, they are simplified or removed and presented as quality-of-life improvements.
If that is now the guiding principle, players deserve to hear it plainly ā because it implies a very different Pax Dei than the one many of us committed to.
I don't think they have the know-how to fix the torch or any kind of moving fire problem. It's a complex UE5 structure. Using the Niagara LOD system requires a ton of attention and optimizing. UE5 does provide the tools for doing all of this but, if you look at just about every UE5 game out there, hardly any of them utilize the tools correctly. Any UE5 game I have played always had problems with fire LODs I think mainly because the DEVs are not learning it thoroughly enough to complete these tasks. So yes, you will most likely see those systems removed because there is little choice if they don't have the proper training in how to work with the tools provided. I do agree though and I said it before, we should have more transparency on many matters with Pax. It started out that way but, as certain things deteriorated in their functions which I feel coincided with the let go of the top programmers, that became less and less. I could be wrong but, some transparency could clear all that up right. š
I am going to say this one more time... for December
PERMISSIONS PERMISSIONS PERMISSIONS!
They don't have to be granular to the individual. A simple "one more" level in clan permissions. We are having bad actors who join clans just to steal things, damage builds, and generally be asshats. The problem is that we either have to make everyone we trust Elders (not feasible) or just not invite anyone until you fix it.
I know this is on your "front burner" but we need a bandaid. Badly. Right now.
I want to offer a different kind of feedback, not about a single feature, but about patterns Iāve learned to recognise over many years of long-term MMO and live-service projects.
There are only a handful of games Iāve ever truly invested in at a community and identity level:
- Warhammer: Age of Reckoning
- Warhammer 40,000: Eternal Crusade
- CRPG Strategus
In all three cases, the projects did not fail because of a lack of passion, talent, or visual quality. Quite the opposite. They failed for two recurring reasons:
- Policy and direction choices that gradually undermined the core identity of the game, or
- Long-term player exhaustion caused by systems that stalled, flattened, or lost forward momentum
What ultimately caused disengagement was not bugs, balance issues, or unfinished content. It was the moment players could no longer clearly answer the question:
āWhat kind of game is this becoming?ā
Iām sharing this because I recognise the same early warning signals emerging here ā not in one isolated decision, but in a pattern:
- Systems being simplified or removed rather than iterated on
- Immersion problems being solved by flattening the world instead of expanding mechanics
- Quality-of-life changes replacing future depth rather than building on it
None of these choices are inherently āwrong.ā But taken together, they suggest a philosophical shift that long-term, socially invested players notice very quickly.
I want to add one personal but relevant observation. Due to a hardware repair, I was unable to play for nearly two weeks. When I finally got my PC back yesterday, I realised something unexpected: I didnāt feel the urge to log in, and I didnāt feel like I had missed anything.
That absence didnāt create frustration or anticipation, it created distance. And from experience, that is a critical moment. Mostly when committed players stop missing a game, it usually isnāt because the game is bad, but because their emotional investment has quietly detached.
This isnāt about resisting convenience or demanding hardcore mechanics. Itās about sequence and intent. Depth needs room to exist before it can be streamlined. When simplification happens first, entire categories of emergent gameplay never get the chance to form.
From experience, this is the point where committed players donāt become angry ā they become cautious, then emotionally distant. Not because the game is failing technically, but because the direction becomes unclear.
Iām not sharing this to attack developers or individual designers. The craftsmanship and care in the world are obvious. This is feedback about direction, iteration philosophy, and long-term trust.
Players who invest deeply donāt need perfection, but they do need to understand where the project is going, and why certain kinds of friction or embodiment are being preserved rather than removed.
If the vision has changed, that clarity matters just as much as any feature update.
Exactly, they fired a lot of people and right after that came Verse 3 (the beginning of the end) and with it, the simplistic gear/weapon system, the removal of pauldrons and underpants, the removal of torches, the removal of sigils' importance (they don't give you new spells, they give you just a bit more durability/power for an item you could already craft without the sigil), the removal of attack magic... The only good things V3 brought was the complexity in crafting and the skills in the weapons, but they lost the opportunity to add progression there too, making all weapons, from bronze to steel, feel basically the same. Can we go back to Verse 2 and keep just the crafting complexity changes? XD
I concur, in the beginning of EA launch I was invested in this game both emotional invest (over 7 thousand hours to date) and financially invested (10 accounts) but now days if Im not in a middle of a project or the clan isn't needing me for something I'm off doing other things. Wondering when the day will come this game ends up like Conan exiles
Simple request.. more limestone piece options.. I need limestone beams!
Arches...he means arches
I recently mentioned and also requested some feedback from folks here regarding stack size changes.
It would be irresponsible of me to **not **acknowledge there are folks who would prefer a baseline increase up to 100 for nearly all stackable items, and their points have some merit. Obviously it comes down to a MF decision.
But, keeping in line with current stack size differences (and I know I certainly missed some), here's a first pass at specific stack size increase recommendations for MF to review. File includes the item_name and the MaxStackSize recommendations.
Should there be a permission type, separate from the normal permissions, for account wide permission? So you can set a chest for example to private but allow your own alts to access it. Same for a furnace or charcoal burner etc.
party UI could use a colour rework, it doesn't feel right by web accessibility standards. More than often in dungeons, I can't see how much hp someone is missing when my camera puts the UI over lights, and in party play, you can't always control when these light effects happen.
add mounts. add some type of food/water mechanic aka hunger/thirsty, and please add random npc settlers walking throughout the world. Seeing random npcs walking on the roads would be cool. This game feels empty. Those changes will make me play longer
Having seen the old UI for Equipment slots. I'd highly recommend restoring the location of the elements. Right now the Equipment UI partial covers up the HP and Spirit Bars along with part of the action bar. - I don't understand why the 2 chest slots and 1 leg slot weren't just removed, leaving the UI locations 'as is'. Was much better looking.
Regarding this stupid buy from anywhere in the home valley suggestion - this would also make relocating kind of dispensable. I can just sell everything I want to move for 1g and a buddy simply buys it right away and voila, I moved my whole stuff to a different place. š¤£
This might be another reason to not implement this "feature".
Iāve just been reminded that almost a year ago the announcement of introducing trade towns first appeared. Back then, I said that for me this was the first step on a path that could turn Pax Dei from a sandbox MMO into a theme park. At the time, someone from the team took great offense at that statement, questioning how I could suggest such a thing without knowing the details, and for many players I basically became the embodiment of evil.
Now I think I should have trusted my instincts more, because when someone responds with emotions instead of arguments, itās always a bad sign.
Lately, Iāve been thinking about other warning signs as well. According to earlier announcements, the world was supposed to be massive, with the currently available region being just one of many. Instead of expanding the world, however, what we saw first was a reduction of wilderness areas and the opening of new servers. Instead of long-promised and highly anticipated systems like buy orders, weāre now hearing about the introduction of a global auction house.
At this point, Iām waiting for a world wipe justified by the need to merge servers, and Iām seriously wondering about the direction Pax Dei is heading. I have the impression that MF has decided itās standing at the edge of a cliff and chose to take a huge leap forward.
Thatās why I have another, very big request for MF: please present your vision honestly ā how it has changed, where itās heading, and what problems youāre facing. Donāt be afraid of the players, and trust them. Players understand that many things take time, and theyāre willing to wait longer for well-designed, polished systems. What hurts the game is uncertainty, stopgap solutions, and failing to meet player expectations.
I mean.. that too.
I don't like walking for 30 mins to go to a dungeon. Can you add a groupfinder for dungeons so I can keep chopping 5 million wood without talking to anyone and TP me to the dungeon once I've found a party?
Sounds like an stupid idea for Pax Dei, a game that was presented as a social sandbox MMO and a game that, stated by the devs themselves, time invested forging relationships and distance matter, doesn't it?
well, the valley-wide market is just as stupid an idea as that. Sorry to be that blunt, but you treat us with dishonesty? don't expect us to just smile and keep waiting for you to deliver the game you presented. It's been 6 years of development, with the last 18 months in a (useless) early access.
Iām increasingly convinced that the new loot window UI didnāt come from a design document, a vision statement, or even a misunderstanding of immersion ā but from a moment of unfortunate literalism.
Picture this:
A frustrated player posts highly sarcastic feedback about another immersion-breaking system. Perhaps the chat UI. Something along the lines of:
āI really love how the chat window covers a third of the screen, looks like a 747 cockpit, randomly resets channels so private messages go to zone chat, only updates if you mouse over it AND scroll down, requires hitting Enter twice to escape, periodically wipes history⦠truly inspired design. You should apply the same philosophy to loot information.ā
Now imagine that somewhere inside Mainframe, this lands not as sarcasm ā but as actionable praise.
A lightbulb goes on.
āThis is it. My moment. I can finally shine.ā
No deep systemic design required. No economy. No logistics. No world simulation. Just UI. Big UI. Loud UI. Center-screen UI.
And from that moment on, there is no reflection, no second pass, no higher-level design intervention. Just a straight, enthusiastic sprint from:
āWhat if we made loot information more visible?ā
to
āWHAT IF LOOT INFORMATION WAS THE GAME.ā
Thus we arrive at a giant, multi-colored loot window planted squarely in the middle of the screen ā during combat, exploration, looting, movement ā demanding attention like a pop-up ad.
Immersion problems are āsolvedā by deletion or adding "easy-to-implement" albeit still flawed, UX disasters, masquerading as visually attractive UI, instead of expanding the world itself.
Itās a bit like lobbing a brick through a cathedral window: extremely easy to do, guaranteed to be noticed by everyone, even applauded by some.
That, in a nutshell, increasingly feels like the Mainframe design philosophy.
The loot window doesnāt feel like an accident. It feels like a success story ā internally.
And that, frankly, is the funniest and most worrying part.
I've checked some of the reasons people whine about on reddit. I think it would help to have the crafting done exactly how smelting works. You put stuff in the machine, you wait, you take stuff out. With the difference that in crafting you can put alot of materials, and get alot of products.
3 addendum list:
Day / Night cycle
Longer days and nights.
Current cycle feels too fast and breaks immersion, especially for roleplay.
Time-of-day indicator
Subtle, diegetic indicator (not a numeric clock).
Fantasy-style sun/moon moving along a circular horizon.
Helps plan activities and RP without breaking immersion.
Sunlight & lighting variation
Warmer, orange sunsets.
Softer, clearer dawn light.
Noticeable tonal progression of sunlight.
Fishing as a profession
Fishing spots with visible fish in rivers and lakes.
Dedicated fishing progression.
Fish used for cooking and secondary materials (scales, bones, cosmetics).
Small boats & lake navigation (long-term)
Small boats or canoes to cross large lakes.
Enables fishing hubs, water routes, and local trade.
Ghost / hologram building mode
Place building pieces in hologram mode to plan structures.
Test layout and stability before farming.
Especially useful for complex builds or difficult terrain.
Material cost preview
Show total material costs while in hologram mode.
Helps plan large projects and reduces unnecessary grind.
Blueprints & architect role (long-term)
Save hologram structures as blueprints (scrolls).
Redeploy and rebuild block by block elsewhere.
Blueprints could be traded or sold.
Enables an architect role focused on design, commerce, and roleplay.
Development philosophy & communication
Be careful with solutions that flatten systems to reduce friction (e.g. valley-wide global markets).
Local markets, travel, and physical presence create social interaction and living cities.
Iterating imperfect systems often preserves immersion better than removing them.
Players tolerate bugs if they understand direction and feel heard.
Transparent communication and active presence matter more than perfection.
Sharing challenges and work-in-progress builds trust and emotional investment.
Strong communities are sustained by involvement, not just fixes.
Guys, why don't we stop writing feedbacks?
They are gold in their hands but they don't care.
The game is slowly turning in something else.
Is there a problem?
Ok we can't fix it, so just skip it. That's the MF's mood at the moment.
I think that's a bit exagerated...
I can see the frustration, many of us feel a bit lost right now because, despite the last announcement, we lost track of MF's vision.
But feedback IS needed, and I'm pretty optmistic that all the valley-wide market backlash we wrote these days will have them reconsider.
Just don't expect them to fix every problem, implement every request, answer every question that we write here. Feedback shows general trends but can't be used for individual issue tracking.
Also, holidays.
Edit: also, liking your own posts defeats the purpose...
Just want to say, as I hope some communication is coming regarding the last announcement, to please stop with the corporate "everything is fine" PR communication. You keep saying you give transparency but all you give is summaries of what you've done with a sugar coated spin. Talk to us like we are people and you are people.
You can acknowledge mistakes and we will respect you more for it and give you more grace than if you act like nothing went wrong. You can tell us what is challenging and we will have more patience and more appreciation for what you do. You can tell us if your vision has changed and the folks who like it will stay & your target audience will find you, vs everyone leaving out of frustration and uncertainty & your target audience being unable to find you.
When the devs take the time to talk to us in discord its great, but very few people ever see that. Taking that kind of truly open and human communication and finding a way to work it into your announcements/blogs would go incredibly far in recovering and building player trust & goodwill.
Now in winter the windows are broken, the heating is also broken, and the power goes out three times a day. This is what happens when you leave everything half-finished and prefer to repaint the walls in the summer.
Consider putting the animation team on unique crafting animations for each type of station rather than facial expressions in a third person game.
Bumped and reiterated . . . sadly
A small suggestion for a future verse: why not make certain plots of land buildable by everyone, with 100% public rights, to allow for public infrastructure improvements such as bridges, streetlights, new roads, and picnic areas?
Now, if the rights are truly 100% public, there will be some clever people who will do whatever they want. Therefore, we could imagine a system where destruction yields no materials (to prevent theft), and where the destruction and construction tools are only accessible temporarily after signing a register in your valley (if your house has been in the valley for at least a month, for example), to prevent just anyone from doing whatever they want. Of course, no crafting workshops could be built on these plots.
I agree with this. Iām worried that after enough convenience driven changes are implemented, there wonāt be any logistics problems to solve or relations to build.
Make systems with intention. Convenience will make players feel better short term, but if the systems depth isnāt there or it simply isnāt fun to interact with they will stop playing, no matter how convenient it is to pull charcoal from a kiln farm.
Oh and can we add a snowy biome that we can build in i miss that.... Edit since i cant respond for 4 more hours
@brazen glade well not really but on the original map there was a lot more snow on the mountains and there was a nice spot between Tursan and Salias that had a plateau on the mountain covered in snow that was a great place to build difficult part was climbing up to it and zero resources but the view was beautiful
Did there used to be one? I didnt know that. I fully support this.
WITHDRAW ALL button for timed crafting benches. Also a CRAFT ALL button on bulk crafting.
The major problem with the feedback thread, and F9, is there is no timely feedback. Typically there is no feedback at all.
From what Iāve gathered over EA is the devs use this section and F9 to create a sort of feature request priority. This is for their internal use to aggregate feature requests, compliments, and complaints. Valuable data, but the goal does not appear to be timely customer satisfaction which the instant nature of posting post eludes to. People pour their thoughts into something they genuinely think will help the game, just to see nothing come of it.
In all honestly, these feedback threads do not help the game. Itās an echo chamber of the same things over and over and over. This amplifies customer dissatisfaction because it looks like weāre all screaming into the void.
As the dev team seems to have internal directives and goals they should instead adopt a UserVoice.com model. Post up dev ideas and let players vote on them.
You can leave the in game F9, but youāll likely want to add in some kinda feedback cycle there too. This thread however, is typically just angering people.
We need market-management, an overview what is selling, we need recykling, we need a little less grind...no new player want this, we need more life in this beautiful world...birds, dirt, automatic rats or butterflys or somthing else in the base. We need skins for this very ugly clothes. We dont need emotes or XP for crafting...look at the decoratet chests..wrought iron hinges? really? for this low chest? Pls devs, start to play your own game!
PvE/RP - Predominately Solo Player
Would love to see āTreasure Mapsā as an added PvE content feature. Three tiers of difficulty with rewards scaled appropriately. Basic difficulty would keep players in the home Valley, Moderate would take people to the Wildlands, and Hard would be in Lyonesse.
If you think of how it worked in Ultima Online, you could also lock digging up the treasure behind the mining skill. At specific intervals a small group of enemies would spawn and attack those in the vicinity.
Would be a great additional source of relics, crafting materials, maybe enchanting items in Lyonesse as well AND provide greater incentive for groups to go into Lyonesse.
Ultima Online was ahead of its time, like EQ1. Two gems hard to replicate these days. Having said that, we still waiting for lore introduced to the game (books) in Pax Dei.. I would not expect huge new features until they start adding all the features they have promised for the roadmap (next 3-6 months?). I wish all the best because the game will need it, 2026 will be a tough year for PD, lets all hope they can deliver all the good ideas and game systems they are building.
Make 2026 The Year of PVE Improvements! š
PVE! š
This i s a good point, perhaps a monthly or fortnightly youtube livestream where devs talk directly to a live stream, where questions can be asked, devs can do polls and gather immediate feedback on ideas, results can be posted onto reddit and anothe discord channel for discussion and voting allowing even more to show support or concern
#āpax-dei-chat message
I'd like the Clan Shrine in Lyonesse to be a different spell than home shrine in homevalley outside of Lyonesse, so you can actually travel without having to use grace nonstop.
Just a thought instead of having a ton of beehives can we get an upgraded version an apiary of sorts
its this, devs.
I think it would be really helpful for the devs to respond to these accusations and assumptions as early and as transparently as humanly possible: https://www.reddit.com/r/PaxDei/s/OY6SwgE4OA
re: circly, this FUD is already overwhelmingly preventing players from investing time and money in the game. Reassurance is absolutely needed and would help the game tremendously.
re: IsvRada, This is the feedback channel for pax dei. This is exactly the channel for this topic. This is feedback that would help improve this game. Player confidence is needed if MF wants players to invest time or money in the game.
i dont think FUD like this helps the game
This is not the channel for these topics.
Please add option to rename character or move a character between different shards/world even with paid options like most of MMOs have.
I got Pax Dei and I really like the game, but there's something that bothers me. The animation system looks very broken, and combined with the combat system, which lacks impact and power, it feels very dated. The performance isn't great either, compared to other UE5 games. Traveling also needs improvement. Please add farming. Whether it's a farmer with his cows and horses, or someone planting tomatoes and grain. The ability to ride horses and craft saddles would perfectly complement the game. This game has so much potential; please use it and make it a great MMORPG. ^^
farming has been āplannedā for years
horses are Schrƶdingerās mounts
animation reworks are perpetually āpost-foundationalā
and ātravel improvementsā keep meaning less travel, not better travel
shrug
The fastest way to level-up profession for now is to be a "master-crafter" inside a group and have multiple "feeders", who would gather all necessary resources for you. But in this case feeder's position is vulnerable. Master-crafter could leave a clan or stop to play the game at all, and feeder will remain with nothing but wasted time.
I suggest to add in-game mechanics to protect feeder in such case.
For example, how it could be implemented:
- character could enable/disable a "feeder" role;
- when feeder role is enabled, then all gathered resources and produced parts (like weapon/armor parts from Blacksmithing, ingots/charcoal from furnace/kiln, etc.) by this character will be marked with his name as a feeder;
- if that resource/part will be used to craft an item NOT by feeder character, then feeder character will receive a "feeder's XP" in that profession;
- total feeder's XP gathered earlier would increases the amount of XP gained from level-up of the same profession, when feeder role is disabled.
Allow us to to do tilt or pitch the majority of building pieces. Imagine what sorts of creative things could be made
Since we got all those fun ceramic jugs and such, I was just thinking how much fun it would be if they had few slots of storage.
It would be so much fun for making a kitchen storing all sorts of different ingredients.
Would look very pretty and it's practical!
A few items:
-
The proposed 'buy anything in the valley from any market stall' is an idea that will stifle social interaction, destroy existent public-markets, and bring little-to-no benefit (as running across an entire valley takes, at most, ~5 minutes ... so 'running distance' to buy something was never a problem). The complaints players have about not selling wares is that they are selling wares that are not desired by buyers ... not because their stall cannot be reached. Please VERY STRONGLY consider cancelling this idea. It really is an entirely negative change.
-
Conversely, offering something like a text-search to the valley-wide market browser would be very positive and increase market activity. Buy Orders would also be entirely positive.
-
SIGNS that can be WRITTEN on would be ANOTHER entirely positive benefit to both markets and general social interactions (for example, I'd LOVE for a way to help inform people of various food-combos they should buy for various goals like tanking, resourcing, or traveling).
-
Fighting over Shrines in Lyonesse is great ... but we now desperately need better clan structures and the ability to have multi-clan Alliances.
-
Consumables are in desperate (I would say beyond-desperate) need of refactoring. We've been promised foods & brews refactoring since the beginning of Verse 3 ... can we at least get some information and time-lining on it?
For all the talk that Pax Dei is a "social game", it feels that a great many choices in game design are in conflict with that stated goal (the most recently announced market change being a glaring example) ... is Pax Dei still intended to be a social experience? If so ... when will things that support social experiences be prioritized? Things like ... writable signs, NOT implementing the newly announced market changes, Buy Orders, better clan permissions, alliances, etc?
I'd love to be able to search my own inventory in the way the market can be searched. If we can track a specific market stall, apply that marker to the chest the thing I search for is in
I believe the game would benefit from taking a page out of Star Citizenās development philosophy. Over there, the developers prioritize the āwhalesā. The dedicated niche players who log in daily, invest heavily, and form the backbone of the community. New players still arrive but the studioās primary focus remains on the loyal core audience that sustains the game. Despite the criticism Star Citizen receives (much of it deserved), this model has allowed the game to survive and grow for years.
By contrast, Pax Deiās new market system feels like a shift toward chasing mainstream appeal rather than strengthening the experience for existing players. In the best-case scenario, this approach brings in a slow trickle of lowāspending newcomers who may not stick around. In the worst case, it risks alienating the small but steady community that already loves the game. Thatās a dangerous trade-off.
The new system also seems to āflattenā the manual, roleplay-driven aspects that make Pax Dei unique. It reduces the social fabric of the world by removing reasons for players to visit each otherās homes. If no one needs to travel to your plot, why invest time into building something beautiful or immersive? Over time, plots may devolve into utilitarian production hubs; charcoal kilns, forges crammed together simply to feed the market and compete for gold, rather than spaces that reflect creativity or personality.
A tiered feedback system could help prevent this. Players who contribute the most financially and therefore have the strongest long-term investment, should have more influence on the gameās direction. Itās a practical way to ensure the people keeping the game alive are heard.
Your missing the point of, locked room marketplace. where its all 1g. and its 120 storage slots š And it can be deleted into your email storage Que.
Hello. i'm a PVP / PVE and RP player. Please bring back old equipment slots with underlayers. Please add something like Mission Board for Quest Givers. Stall market but with quests and with reward in it. Please add mounts with taming and breeding mechanism. Please add lore to the game. Its only in Discord. If this game Has PVE Holy Trinity mechanism please add more PVE content such as NPC with repeatable quests and factions / religion. With current playerbase game is empty and there is no support for RP mechanism. Its Fallout 76 issue but Bethesda did learn their lesson with Wastelanders update so they succeed. I wish you the same.
You guys really need permissions in this game, as well as punishment for player/clans that are harassing and griefing. a new player joined our clan and turned out to be someone from another clan that has bad blood with us in pvp, he then had himself and some others from this clan come over and tear down and steal weeks and months worth of building/resources which caused me to lose 4 members from the clan and they left the game. These people constantly target and harass us and stuff even outside of the game. you guys really don't care about this game by letting this happen. you've lost enough players since 1.0 as is
I also think with Neri on cancelling this market Idea. We are already having issues with prices the way everyone levels up on skills is flooding the market and causing prices to drop to nothing. A wrought Iron skinning knife takes hours to make from mining to smelting the ore then making the items , but you will find them all over filling free boxes because its a power leveling item. We need to stablize the markets so our time and energy to craft these items are worth the time to make.
Want to chime in to say that its disheartening that people are this low in their life to think this is funny or ok. Im sorry it happened to yall š
The permission system is so stifling. Case in point, our community wants to host a building contest where we have clan plots that we want built on, but we are going in circles trying to figure out a way to allow people to build for the contest while not putting our assets at risk. Specifically:
- building permissions should not be globally tied to inventory permissions
- forges/kilns should have their own permissioning
- ideally build permissions could limit whether or not a person can destroy something they didn't place
- plots should allow individuals to be added and given permissions to build/destroy
- chests should have read only, deposit only, and the current edit mode
- it would be ideal if plot owners and aldermans could create their own roles and assign permissions from a selected list of permissioning options
I'm sure its already been suggested but can you add recipes that use spam crafted items that are used to level i.e. Fine fur rough leather plates. just seems like a waste since they just end up at the bottom of the lake
Being able to 'hide' Skills in the Skill UI would also be nice. Basically a check box that reads "Visible" and a check box for each section (Combat, Crafting, etc) that says "Show Hidden"; so we can unhide.
Because I'll never level up some of these armor skills, so they just take up real estate.
I'd also suggest making a new category, Armor and another one, Weapons. Then organize the combat skills into those. This to further optimize what we want to see when viewing the Skills UI. Plus, right now it goes Weapons, Armors, Weapons due to being sorted alphabetically.
Another Thumbs Down on the idea of home valley markets shortcutting all the running in a valley. If you do this, it will mean a race to the bottom for prices of items. Prices are already bad enough for many of the items that dont break or have to be maintained.
It is not a discussion channel, it is a feedback channel and you are asking questions...NOT feedback
Yeah this is the reason a lot of pvp centric clans dont openly recruit which is really bad for a game that claims they want to be a social mmo.
Hopefully the alliance update thats supposed to come next will add some more permissions with it. They desperately need at LEAST one more role in the clan for a fresh join to be isolated from sensitive stuff. Or to make mercenaries more viable as a play style.
woah, call ts clan out
please fix deadzones on plots
Add fishing,
Include PvE quests,
Add purchasable packs like founder packs ā personally I would love to have more freedom to decorate and improve my house without having to ask other players every single time,
Allow us to write messages or texts on signs/boards,
Give us the ability to highlight our clan with flags, banners, or pennants that we can hang on our plots,
Make food, drink, and rest mandatory, and allow resting to grant stat bonuses ā for example endurance or stamina,
Expand alchemy and jewelry crafting with meaningful and interesting stats.
Before the year ends, I just want to ask Mainframe to listen to the community of Pax Dei.
It's the second time now that you managed to get most of the community to agree that a system or mechanic is not good.
First, it happened with the PVTREE. The whole community (you know, save for a few dozens who just agree to anything) told you that the PVTREE was not a good idea, the benefits weren't worth the risks and it wouldn't make people want to go to Lyonesse more, yet you still added that mechanic (and now it's even broken because trees are not spawning). Has Verse 5 succeeded in making Lyonesse more attractive? no. Has Verse 5 succeeded in attracting new players? well...
Now the whole community is asking you not to simplify things more than you have already done. People aren't selling because most of them are listing items that are already overflowing the market, not because the buyers don't want to spend 10 minutes walking to a Market. The economy is broken due to the very same crafting system you created being 70% of the content. Most of players prefer to level up their skills to be self-sufficient, so they will be willing to buy raw mats... but they're not selling in the quantities they need to sell for the economy to be healthy. Why? because most of the players don't want to sell raw materials, they want to hoard them to level up. And adding a valley-wide market won't solve that problem, but it will destroy the logistic factor and social interaction of the game.
So please, Mainframe, listen a bit more to your community in 2026 because, as they say, third time's the charm
I have been playing since release, around October, and Iād like to share my impressions of the game ā hopefully this feedback will be useful to the development team.
PAX DEI is a very beautifully crafted game.
When you first enter the world, it feels great to explore, gather, build, and play through the first week. But after some time, you start feeling that something is missing. And eventually, you realize that the game currently lacks competitiveness ā essentially, there is no competitive aspect at all.
What the game currently offers:
A world to explore.
The ability to mine, chop, and gather ā and a lot of mining, chopping, and gathering.
PvE combat, but it has many bugs and feels very straightforward. Most mechanics boil down to Damage vs. Defense.
A massive, very time-consuming crafting system.
The possibility of PvP, but with no real purpose behind it. PvP exists purely for the sake of fighting. The introduced Points of Interest donāt create long-term motivation, especially given that territories cannot change hands between players or groups.
What I would add or change in the game:
Player and Clan Rankings:
Leaderboards across various categories shown in dashboards, displaying results of personal and group battles ā separate for PvP, PvE, and mass PvP. This would add much-needed competitiveness.
Anti-Zerg Mechanics:
If groups are limited to 6 players, the game should include anti-zerg systems. For example, debuffs to damage, defense, or crowd-control duration based on the number of participants in a fight or activity.
Interdependency Between PvP Players and Crafters:
Currently PvP is completely unnecessary for crafters, while crafters are essential for PvP players. For balance, this relationship should be circular. PvP winners should receive something required for crafting ā something valuable they can offer crafters (not just money).
Crafting Skills Bound to the Guild Instead of a Single Character:
Some crafting professions take months for one person to level up. If the intention is for this to be a cooperative process, it causes a collapse when that player quits the game. To solve this, crafting skills could be moved to the Guild level, with the option to grant crafting permissions to a limited number of guild members, possibly scaling with guild level.
More Reasonable Crafting Tier Progression:
Weapon-crafting skill requirements across tiers are too stretched out. Crafting swords and axes of the same tier can require an extra month of leveling without clear purpose. If crafting exists to support PvP and PvE players, itās unclear why axe users should wait an additional month for no gameplay benefit.
And main thing to change create a Goal and Interest for PvP activities. It's much more important then balance and cosmetics. Without it your game is not a game.
I“m concerned that the new market system will impact the community experience negatively and will make the game to fast and you will meet the players more less.
1.) If not already a thing, please add a Feature Wishlist channel (or option in game) where people can submit improvement feedback/ideas. (If already a thing, make it more visible)
2.) Please add toggleable POI layers to the in game map. (Layer ideas: Personal, Gatherables, Hunting, Clan, Guild, etc.)
3.) May be too much but... ability to share or (download/upload) map POIs.
4.) More map POI markers separated by category (hunting, gathering, etc.)
Mainframe do a little bit more for your money
A suggestion that I suspect would be pretty easy but would go a long way to making the game "feel" much better: NPC shopkeepers as an alternative "market stall".
This would make building better by making the taverns and shops functional rather than merely ornamental. I want a bartender behind the bar in my tavern selling drinks not a market stall doing so out front. More importantly it would go a very long way to addressing one of the most common criticism of the game which is the world feels empty and lifeless. Much of that criticism is due to the simple fact that most builds are much larger than necessary to house their owners the large majority of which aren't even online and at home at any given moment making player built towns feel like ghost towns even at peak hours.
Similar NPC "employees" could be the interface for other features as they are added providing for more social interactions between players when one happens to be offline/not at home. NPCs that manage buy orders or any kind of task, contract or player created "quest" systems that you may add as features in the future.
Second more urgent suggestion: Please, please DON'T add the announced valley wide markets!
MF has stated several times that they will not be using friendly NPCs
Let me play as a bear once a week.
I spawn in at a random point in the woods, I can lumber about and roar at players, but i can't move fast enough to catch them when they run away. And I can't open doors.
You have time before April 1st
Just a message before the New Year. It wonāt be another list of suggestions like the ones Iāve already made on three occasions, but rather a perhaps more personal recommendation for Mainframe: ask for what you need honestly. Do you have trouble prioritizing implementations? Do you need funding to improve the service? Share it, be close to the community. There are people like me who genuinely want Pax Dei to succeed.
If you need to launch a shop, improve subscriptions with better benefits, strengthen social media promotion, or implement any other initiativeāwhatever it may beāmany of us would be happy to support it. When the community feels involved, close to the team, and part of the project, people like me are glad to buy from the store, upgrade subscriptions, or even help amplify the game through social media, which currently feels a bit underpowered.
Transparency, communication, and honesty make a huge difference. When those elements are present, the community responds, helping to build a solid player base and extend the gameās reach to new players. When they are missing and people feel disconnected from the project, the opposite happensāthe game slowly withers.
I truly believe that together, with good communication and transparency, we can go much further. Happy New Year to everyone!
FWIW,
I have been playing since early access. I play mostly solo and PVE only. Loved the game at first, many things to do, building, crafting, exploring (the game is truly beautiful). This lasted for well over a month and felt each day I was working towards something achievable. Now it is so hard to level up. Tried doing different crafts but run into the same wall. It feels has gotten to the ridiculous phase. Making so many of the same items (hundreds), then having to throw all away because no one wants and I can't store all of them. No way to reclaim even a percentage of my mats.
There needs to be more PVE solo content in my opinion and more achievable goals for solo play.
Weapons and armor tiers need to be 5 instead of 10. Stat differences between each tier needs to be more noticeable. It feels like so much time/work put in and then not much gain.
Potions, cooldowns are too high. One type of potion that has a several MIN cooldown and then can't use any other type that has a lesser cooldown until the first cooldown has passed. Potion cooldown should be no more than one min. You should be able to use different types of potions at the same time.
Jewelry, No difference in low level items and higher ones. All have one attack power.
Thank you for your time, Happy New Year, and I do appreciate all the hard work I know you have done so far.
One last request for 2025:
I wish opening the map didn't make me stand up while having a nap. š¤
please fix the inquisitor's ground fire attack that remains active for 10 seconds after the VFX fire has vanished, resulting in the players catching fire when there is no VFX visible.
Searchable Market
Way faster to just type in what I'm looking for than to play with these filters.
Okay how about this for the valley wide market "a little compromise" as such have the search capability be valley wide. That way players can finger out global market prices and two the location on what they are looking for is located and can then fast travel to that providence instead of wasting grace bouncing from province to province. Secondly I do like the idea of NPC market personnel. We have shop signs for a reason makes cities feel more alive
Crafting were to begin.... Well I would personally prefer crafting a bunch of the components then 1000 gloves to level up. If there is a way where the Final product give you the largest amount of xp up to a certain amount of builds then after that it becomes mastered while you still get a great amount of xp from the components for example the first 8 levels of a tier give or take you make the components then the last two is making a small amount of the final product that way gear and equipment isnt flooding the market and driving down prices where folks are just getting back what it cost them to post the item for sell.
A side note when it comes to crafting how about everything crafted have a purpose We have fine fur and leather plates that go to nothing. OH and can I please get my beret (hat of cat and mouse) and pleasure pants back even if they are just rp clothing. Which I would love a outfitter ui that i can easy swap between my battle gear and my running around the city outfit.
But with that all said and done main thing is can we concentrate on fixing all the bugs instead of putting a band aid on it. Still have npcs dropping in and then flying away but are still there desync issues with the bow and hammer at times where i have to drop it on the ground and pick it up several times in order for it to be used.
And a final note can the development team unionized as such to tell the c-suite and stockholders to quit pressuring y'all to release updates that are not 100% ready. When Known issues list is longer the the patch notes that's where you lose a lot of folks
No replies please. This thread is for feedback not conversation
Dear MF, regardless of all the Feudal things, shrines, tradetowns, ect. You should still, at the least once a year, have a "anyone can build in lyonesse for a week or two" event. Like you had in EA. It was fun, temporary, but actually had you see some people out there back when you wouldnt see anyone. Imagine what it would do for that week or two in lyonesse now!! There would be a lot more action out there. And it may entice those who havent or havent been able to participate with the shrines so far, to get into pvp more.
......and also could you please please please give some kind of percent bonus to gathering/mining/chopping out there if you hold property in lyonesse. It only seems right considering the effort so far to hold property there with the shrines. And food for thought, imagine what giving a decent boost to crafting out in lyoness would do for pvp!
Thank You and Happy New Year!!
Based on Mainframeās own design philosophy, players should follow the logical outcome of the systems that exist. (verse 5)
At the moment, that logical outcome is clear:
- Alliances are already forming organically
- Smaller clans are being pushed to join larger clans or they are absorbed entirely by large power blocs
- Or they are encouraged to merge with other small clans
This is not speculation, this is what is actively happening in-game right now.
Alliances should be a recognized in-game structure, with both advantages and limitations.
**Capital Shrine **(Strategic Limitation)
- Each alliance may claim one main Shrine
- This shrine functions as the de facto capital
- The capital allows multiple plots to be placed
Secondary Shrines - Alliances may unlock additional shrines
- These shrines have a limited number of plots
- Prevents unlimited territorial sprawl
Meaningful Choice for Large Clans
Large clans would have a clear decision to make:
- Stay within an alliance and share power
or - Form their own alliance and claim a capital
This does not eliminate mega-alliances entirely, but it forces strategic choices
This is how I would do it, if I go further down the road!
Please add a couple of new permissions, "friends" and "account" to the chests , this would allow your alts to get into your chests without them being open to the whole clan and bad ppl can empty them