#The first week! Tell us how it's going?

23 messages · Page 1 of 1 (latest)

fleet path
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Hey all,

The first week of the KG Quest Beta Server has arrived and the <@&1169707347590004747> is interested in getting your thoughts on the overall experience.

There were a couple notes that we were trying to hit with KG's Server:

  1. We wanted to create a fun experience.
  2. We wanted to achieve a sense of adventure and exploration. Encouraging people to travel and adventure in order to progress.
  3. We wanted to reduce bunching of the starting area.
  4. We wanted to provide a wide variety of building options for you to have fun with.
  5. Lastly, we wanted to create an RPG experience

We know that the execution hasn't been perfect, and we are continuing to iterate over options to improve some of these experiences.

So you tell us:

How are we doing so far?

leaden gulch
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You’re doing an incredible job from both a development perspective and technical support. Couldn’t recommend this team enough. A+

frozen sigil
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First off, great work to the team 1) Random Spawn was awesome at the original Radius. This forces players to really complete the Meadows biome and use the raft and adds to the action survival elements in order to get to Eikthyr boss. 2) Respawning resource is vital for small early biomes in order to help player progression. 3) Wards reduction in size was nice and adding the grey list option to craft from storage is a winner. 4) The classes are fantastic and would love to see epic loot potentially help reduce the cool down time (not sure if this is already a thing. 5) Plant everything is really nice 6) Would love to see Cromyths recommendation of adding skills for hunting and gathering for the early biomes as resources as much smaller with many players 7) Bee Respawn is solid 8) Some lag issues when close to other players and the dedicated blade should help. 9) Mod manager adjustments and versioning has been great - very easy to do.

fathom rivet
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I'll echo what Thurtea and TGM said above, great job team and thank you for the hard behind (and in front of) the scenes work you all have put into this. I really like the idea of the Hunting and Foraging(gathering) skils. That would really, really help starting incredibly far away and not break the game down the line. I think it would have to scale to Biome/Boss though.. you wouldn't want to hit a wolf the first time and get 6 wolf meat and pelts right away. That kind of skill should have progression caps.

And as a controller player, I've found the experience quite nice. There are definitely some things that could help my QoL, but I understand the priority. I've posted or messaged this elsewhere, but figuring out a way of using EquipWheel (or something like it) that uses keyboard bindings instead of inventory line slots would be a game changer for me. Basically, I press and hold 'X' on my Xbox controller to bring up the action wheel, and keybindings for the class skills, quick slots, sitting (currently the 'X' button on Xbox controller), etc., are available there. I then select the action with left thumbstick and release the 'X' button. I could then take advantage of other parts of some of these mods. As it stands now, I cannot really use any other class except Ranger or Quick Slots (too much left right to get through without a wrap function to the first slot).

icy temple
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Overall, great work! It's easy to see that y'all are passionate and want to make this a great, unique experience for everyone.

Random spawn was cool - definitely took the early game survival aspect to the next level. While it sucked at times, it was very rewarding.
I really like the Epic Loot mod, but I feel like I really haven't seen many things drop. I'm not sure how it scales as you approach higher-tier areas, but in meadows/black forest I didn't feel like I got many items. I did get a decent amount of rare magic mats, but not much else.

I love the addition of classes, which is something I had never seen before. I have been playing mage. My primary questions/suggestions are related to the casting animation and how stamina is consumed.

Casting animation: There were a lot of fights where I didn't feel like I could use the skills because I would get locked in the animation and have 5 guys beating me with sticks like a piñata. Then when I tried to cancel so I don't die, the skill would still consume my stamina but would not actually cast. I feel like there could be some balancing done with that to feel more fluid.
Stamina consumed: Other fights (especially against larger foes), my skills felt much less useful, especially since they consume almost all of my stamina and limit my next action. The skills are good for clearing smaller enemies, but don't feel good against stronger enemies. The frost nova can be nice for slowing enemies, but as soon as I use any other skill, or fire arrow, or fire-imbued axe, that effect is negated, and feels like I used my stamina for nothing. Meteor is fun but the accuracy is hard to predict - sometimes it hits right where I aim and sometimes it is way off, which again feels bad because of the cast time and stamina cost.

dense oar
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I think TGM said it best , i agree with everything said here, my only point would be that i think the ''rpg'' side of things could be expanded on, personally , when i think mmorpg, i think about the abundance of choices i can make weapon wise and armor wise, having more options in that area would be awesome, not one straight path to the best stuff if that makes sense, otherwise i'm loving the server ❤️

harsh flicker
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so i love the idea of unique weapons, boss drops etc. being wholely unique would be cool. Bounty drops being unique would also be cool. however, valheim isn't really a game that supports "more" without exceptional cooperation.

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as for ability and stamina consumption it's likely something we can edit

cunning oracle
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Doing an awesome job. You've curated a modpack that works great, and creates a truly unique experience. You've also been there for us to troubleshoot when needed (AND BEEN KIND ABOUT IT!). Just fantastic work. You're the foundation this community has built itself on. ♥️

nimble geyser
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For me, LAG is the main deterrent right now. I’m feeling it when we have like 12 people on or close to 40. I know this is a complicated problem

fathom rivet
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my lag has mostly been around certain people, not everyone. For example, when I am near Thurtea (hate to call you out) everything becomes jumpy for me.

tough moth
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Loving it so far! Great job all

finite musk
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So far this has been really fun. some of the mods are ones i haven't tried before. (miss my build camera though). besides lag my only complaint is people getting serpent bounties and not completing them so there are 2 star serpents (yes plural) all out in front of my base.

real mirage
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I think we can greylist build camera, let me check on that

earnest pollen
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What @nimble geyser said. I commend you modders for the hard work first, but I worry with the next server having pois we will have a bunch of people grouped and a lot more lag. Its normally fine when im alone, but when one or God forbid two people are near enemies start running through the sky lol not such a big deal in the forest but in the mountains and up, it means death.

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Additionally, @cinder plank and I are absolutely wrecking anything under 2 stars right now. Goodkat's bow can two shot a stone golem lol Pretty sure we could beat moder before he even lands lol I recommend, and i know ive prolly said it way to many times before, Creature level and loot control. Once you get a badass roll on a high tier weapon, even the mistlands become easy. That being said, I dont want to make the game too tough for those who are getting wrecked in the black forest still. CLLC does offer more than just star level increases though, it offers different enemy affixes that makes them more interesting/difficult. Plus, it comes with dungeon resets built in.

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One last pipe dream, convince KGValheim to just update magic overhaul instead of rebuilding each class slowly lol Not sure what his reasons are but the mod worked great in the past before he started to rework it all.

harsh flicker
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Please post suggestion as a separate forum post 🙂

leaden gulch
ancient atlas
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First off wanna say thanks for putting it all together it’s been a lot of fun revisiting Valheim. As someone who has been in their own hemisphere the lag hasn’t hit me yet. I feel like the valheim class mod is on but some classes feel way stronger than others having tried a few. It could be that they get stronger as you level up. If we could get resource to respawn as Goth was talking about being in the works that would be great. Also looking forward to having POI hubs.

old wind
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Everything has been running great on my end as far as gameplay. I do want to bring up that when I logout but don't exit the game, it will crash when logging back in again. Not game breaking but something you all may want to be aware of, not sure what else it could affect.

brazen orbit
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So far enjoying the mods. Even early game in trying to find a spot to call home, finding an enchanted piece of clothing to give some boosts has been fun. Need to read up a bit more on what some of the mods do and the class system, etc. Runs pretty smooth. Populated home islands are frustrating but its just more of an incetive to find a new home. Looking forward to what solid playtime will look like for me. Amazing job to the team thus far.