What I’d like to see: - bigger chest size - ability to track merchants after encountering them once - add horse customisation and the ability to place sandals that increase the amount of loot you can carry - allow one thrall companion that can help carry loot and help solo players with mobs/bosses - add a proper thrall location for quarts and a one more location for scourge stones - dynamic events - keep armour stats the same but have a transmog system to design armour to player choice - make your own fish farm at base to feed prisoners - have a thrall coliseum where players can have their custom thralls fight against each other. There could be a betting system for gaining silver
For me, step 1. would be to make the materials that are in the same castle, in any chest, useable at any workstation. No more running around, seeing how many i have of this or that, or whatever...
We could also discover and craft an auto-sorter chest. Valheim had a mod for this where whenever you deposited an item in a chest, it would be routed to the chest you chose to store it in.
More Armor customisation - changing colors would already be a good start Dynamic events would be awesome I want an option to place Thralls at certain location, like those two thralls are placed in the graveyard to kill the skelies or ghouls or so
Tbh it seems like they are committed to skins but there actually is a decent amount of helms and cap skins in the game. All they'd have to do is dye for the current armour with a few possible skin schematics from loot and it'd be in a really good spot. Foundation is already there, just need to execute I was really surprised how many badass cloaks/caps there are in the game rn. Many of them way better than the founders pack Currently using Royal Mantle of Ashcloak kings and it looks sick
- Being able to bring out 1 servant would absolutely be a huge improvement. - Mid to late game bosses impoves your forms, i want to feel my character increasing in strenght that isnt tied to the trousers i wear that day. - Different tiers of craftable saddles that range from miner speed increases to not being dazed and thrown off when hit. - Talents trees if even for minor increases. - Different variations in the gear, i would like to play more of a caster build than just having the Scythe and variation of the end necklaces. - Castle events is a cool idea i'd like to see but not sure how i'd work on a populated server, as if a group of players find the raid coming to my castle before they'd reach it. - Stretch out the map to make more space for building, atleast on my server alot of new people leave because "every" space is taken. - I personally hate the repair costs of end game gear, i find myself downgrading to 65 otherwise it feels like if im not farming end game mats, im just losing out, not saying get rid of it, but lessen it. These are my thoughts after 93 hours of gameplay atleast.
One thing from me. I want to see, that you can build upwards like towers or another layer to your castle, right now it feels like a big mansion to me and not a castle.
The entire footprint of your castle is far too large. The size of everything is kinda silly. I would say everything needs to be cut in at least half size wise if not 75% The map is tiny and your castle takes up like 5% of it at a time lol. Building up and down could fix this.
I would like to see the building expanded on, most specifically multi-level building with stair cases going to second floor. I want to be able to stand on top of my walls looking out of the castle. Other thing I wanna see are traps for base defense i.e. poison dart traps, boiling water on top of gates, ect...
I don't think multi level buildings are coming. Probably ever. I fully believe the engine will not support this, or it will have to implemented in some hacky way which is sure to make exploits easier.
It would be interesting to have a system where if you "control" territory you can have patrols of human/vampire npcs that are loyal to you and walk around the roads or set up camps in said territories. This would make both pvp and pve more dynamic by in a sense having your own faction which helps you passively on the map - also it would be thymatically interesting because you are truly building a vampiric "empire" by taking over the map. Also being able to customize the look of your thralls, like armor, weapons, abilities etc, would be pretty cool.
...I was roaming a town at night, and there was a werewolf in there... morning came, and it turned back into one of the town children. (I thought that was pretty cool to see)
definitely, mods in literally any game increase the lifespan of said game and improve so many aspects of it. If mod support becomes a thing I can see great things in the future
They need to address the servent's mission time. If you are on a serverits no problem BUT if you are a casual player, solo, or playing with some friends and NOT on a server the 24 hours it takes for a servent to complete a mission is totally worthless. If you and your friend play 2 hours every day then you are looking at 12 days before your servant comes back in REAL TIME. That makes servents completely useless. There should be an option to add a multiplier so that servants finish missions much much faster for use non-server players.
I like the idea of factions. Especially for PvP as it will make alliances between smaller groups of friends more organic. The idea of a cabal of vampire lords working together to rule the entire land from the shadows is very appealing to me.
Idk, sounds appealing but it's why official servers are garbage just like in every other survival game. We had a big clan leader meeting with the admin of our server about teaming because everyone came from official servers to avoid teaming between the major clans Official servers right now are big clan alliances going through and sweeping the map, killing people after they kill bosses in big groups, and killing new players in big gank groups Some stuff is fine but what is going on in official servers rn is completely missing the appeal of this game. It's not decisioned to be a zerg fest like rust
I disagree with most people about being able to craft things if you have the mats anywhere in your base. You should have to learn to be organized. In a survival game good diligent organization is a skill. But, the central problem still persists even with good organizing because please dear god... MAKE THE CHESTS BIGGER. The model size is so big that it takes up huge portions of your room, but the chests are so damn small that you always need 2-3 because there are so many items. This is fixed a bit by cabinets, but still drives me crazy. Either that or increase the stack size. You should be able to carry 1000 stone and lumber per stack!
I thought a good system would be to have access to mats that are stored in the same room. It would add to the idea of having a specialized rooms with that grant crafting bonuses.
I agree mostly. I think building could benefit from this with no repurcussions. Crafting would be different, but actually building your walls? As long as those mats are in your chest, I feel like you should atleast be able to build walls and floors
One single change they can make that will take this game to the next level is mod support. Mods can accomplish all the other things mentioned and more.
A bow with some of the archer boss abilities would be really fun, rework the xbow into AoE abilities, and the bow into those cool chaos archer/sharpshooter single target attacks
One change I really want to see is the removal of the paper press from the research table and make it a drop from a boss. If you get the paper press early vs late will really change how your progression through the research tree goes
Huge +1 to pve events! As a pve player I would love for my castle defense to matter. Some other suggestions I have. Let Servants follow you into the open world (like when you charm them in the first place). This would be very helpful to players who like to play alone, or in smaller groups. Being able to bring along all of their servants to hunt the next boss in their progression, or to help protect them as they mine, etc. When a servant "dies" they turn into mist and fly back to their coffin where they will have to recuperate over time. To prevent people just using servants as mules though, make it so you can only access their inventory in the castle. Then a couple of small changes, storing items(Sort compulsively) to nearby storage, and allow crafting tables to pull directly from storage in your castle.
What about a key to switch from 2 pre-sets of skills ?
2 ปีที่แล้ว +13
The two main thoughts I had when starting out in the game were: 1) Dynamic events, especially NPCs assaulting your castle with pitchforks and torches and 2) Playing the paladins/good guys and managing the assaults against the forces of darkness. Sure, this game is called V Rising, but having players managing the NPC faction inside a PVP server and having also to manage matters like corruption, vampirism inside villages and so on could put a nice twist on the gameplay loop, especially if it sometimes puts the vampires into the position where they would need to form alliances against the humans.
One thing I would really like to see would be under a combination of the Dominance tab and Dominating Presence form, that you can do some brain washing shenanigans, and essentially take over an npc(not bosses but mayors/managers/quartermasters etc) controlling/managing one of the npc zones after heavy resource investment in the brain washing process or something(increasing the more npc's there are and value of goods in that area?) that makes it so the resources that area gathers starts to be delivered to you instead. Would give players other strategic areas to fight for control over rather than just castle fights. When a zone is taken over this way, there will be no way to tell who is controlling it just by looking, but one can follow the caravans that escort the goods and find out who controls them that way. Enemy players can raid the caravans, pillage the zone itself while killing the npc's to temporarily sabotage resource regen for the controlling vampire. Raiding these zones can also be used as a method of luring the vampire out of the castle.
Following the comment for dynamic events, I think caravans just transporting resources would be a fun thing to stumble across. Another interesting thing would be for a NPC stockpile or lordling's castle that the taxes are brought to that players can raid for varied resources. Perhaps they could add several random plots to the map that at certain time intervals spawn an event that can be raided. Something to encourage players to meet in the world other than raiding someone's castle or attempting progression.
I was harvesting wood when a large tree fell across a gap making a temporary bridge ( that you couldn't walk on) but that would be a cool dynamic especially if you were attacking a player base and needed an alternate route.
I would like to expand the idea of build/talents you mentioned - I think it would be cool to have similar progression system as it is in Valheim. By using a certain type of weapon you would increase your expertise with that weapon which would give you some small dmg buffs for instance. Then you would be able to select some passive perks when you reach a certain thresholds, e.g. target piercing for crossbow, micro-stun with mace/shield (devs, please add shields into the game), bleeding with spears, silence with slashers, etc.
This is probably an unpopular opinion but I'm going to say it regardless. I'm not certain what things I'd like to see added but what I can tell you, is that I do not want this game to become a clone or samey-game as all the others. This game shines because it's incredibly different than the things that came before it. Adding a bunch of systems that other games already have is going to inherently change the feel of it. IMO, they need to be super careful about what they implement. I'm all for ingenuity and added features, I just don't want the game to become similar to all the other games already out there. If we wanted the features of those games, we could go play those games.
Another cool thing to add would also be sieging an NPC castle together with other vampires which will then result in a battle for domination among all these vampires that helped siege. Also, I havent figured out if this game will be wipe based like rust or no yet.
I recommended a talent spec tree a while back. It really would mesh well for building customized builds, and also I'd like to see a small ability of progression through time not through progress. In other words if someone spends 20 hours at the iron stage I'd like to see them more powerful than somebody who just equipped iron for the first time assuming both parties played the same amount of time before that point.
Like your V Rising videos, man. :) Think you have many valid points. I'd like them to add "Events" that affect the world as well. This can be a way to introduce new bosses, perhaps with new abilities or cosmetics related to the event. Examples can be Peasant Uprising (like you suggested yourself), Holy War (high level NPC's and mobs that hunt all subernaturals in the area, Faction War (factions fighting eachother), Vampire Incursions / Draculas Return (NPC vampires that come to attack castles with golems and/or servants, Wicked Werewolves (werewolves that attack settlements and/or peraps castles), and so on. ;)
That first idea is something that happens in Conan Exiles, though some of the attacks are so highly tuned that people could find everything they made wiped. A relatively easy idea to implement would be additional weapon skills. They already have standard and 'Merciless' variants to gear, so introducing a new variant, 'Rampaging' or something, with different skills based on NPC moves would be nice.
Love your ideas. I want all of them. Idk if it exists because I'm not very far into the game, but saddlebags for the horse and horse armor would be amazing. Give them the ability to take a couple hits without freaking out.
I would love to see the ability to create defensive castle structures. Something like floor and wall traps, mimic chests, real gargoyles, etc. I think it would be very on brand as well, what vampire castle isn’t riddled with deadly traps and monsters?
I would like some changes about skill pickups like; enemy has 3 different skills that he uses, and after defeating the enemy you could suck with F one of those skills not just 1 like now, but instead you could select one of those and after picking the first the enemy would increase their level to next tier and after defeating the enemy second time you could suck another skill from that enemy to progress onwards and gaining the second ability of your choice and so on and so on.. that would want the player to toggle the same enemy again future to get more powers and that could go for a loop to fight same enemy with different difficult levels.. If you guys know what I mean?
I'd like to see a talent based system , in which you choose between different effects for different blood types at each tier. Similar to skill effects in battlerite.
I hope the devs do more with the games success than Valheim devs did...not sure if the comparison is good but the hype was bigger with Valheim regardless
As far as it goes, their experience with battlerite and the mechanics they had at play means they honestly can/should implement maybe alternative versions of spells similar to shift abilities. Also, the ability form actual alliances with another clan would be tight.
As a solo player improvements to servants i'd like to see worker servants be able to be couriers which would ferry crafting materials to specific chests which would also take materials from your servants once they return from a hunt so i don't have to search 25 guys all at once. Servants being able to go out from your base to collect stone, wood, etc but they actually do so in game and you can watch them farming rather then just vanishing until the hunt timers over. A way to customize your servants maybe with character creator and being able to dye their armor to match your own so you can tell which player they belong too. (also add armor dying) A way to set a way points or patrol route for your servants around your castle. A way to take one or two or even all your servants out into combat to siege npc settlements. npc sieges on player castles. Have worker Servants manning your crafting stations and other furniture even if its just for aesthetics. Have Servants using their coffins during the day and human npcs using their beds during the night. A way for time to pass while the game is closed since while playing solo play all timers stop once the games closed.
Hey man, great video! Btw about content, you can see on the steam store page where it says early access game after the buy button on v rising there is a read more and it has description of their plans. I just copypasted the short answers of what the devs stated is coming. More biomes and dungeons New weapons and spell kits New enemies More Castle decorations and cosmetics More crafting recipes Additional features and increased performance to improve the entire experience
There is really only about one thing that immediately comes to my mind and that it would be nice to have a way to divide stacks of items to a direct number. I would love it if you could say hold Left-Alt and then click the split button and then it brings up a little dialog box where you can input a number allowing you to split the stack into what ever size you want even if it's a random number like 43 and the rest. It can be mildly annoying having to take a lot more from your storage than you want and then have to go back and return the rest.
What you suggested about the companion system I would like to see! The companions as a servant wouldn't have to be a combat oriented companion, instead it could be a "worker, villager" or another kind of companion that could pick up your lumber, stone or another resource that you as a player couldn't pick up, cause your inventory is already full.. that would make the PvE system more approachable for many players, for PvP It could work the same way, but the companion could be killed by another player to diminish your gathering altogether.
Would love if my inventory was full and I could just dominate a villager, dump my inventory into theirs and send him to fill my chests at home. then he can stand around till I need a one time bloodbag.
To fit with the theme it'd also be nice to have it so you can expand and claim territory especially if there'd be events like NPCs raiding. They set it up as a "We used to rule the land but were hunted to near extinction, now we're back to take what we lost" but when you play it's more like you build a big house to go out and kill stuff. If you could actually claim land then it'd feel more like you're actually taking what was lost. In PvE it'd be a nice RP experience especially if it flows with NPCs being more active and launching raids, you'd have to be more conscious of where you put your bases, and maybe it could also reduce some of the grind by having the land you hold give tithes of resources and servants. For PvP it gives more incentive to fight other players and can lead to some interesting politics navigating the holdings of other players and give more incentive to group up and have the more fantasy clans. Player Progression is a mixed bag for me. Having it be more tied to my character itself than just the gear I have on would be very nice especially on full loot servers where it's beyond just annoying to lose everything. BUT I feel that if that route was taken then the things tied to your character need to have both positive and negatives as a tradeoff. Like greater resistance to sunlight but a greater weakness to silver or something. They could even borrow from Vampire the Masquerade and have like "what ancient bloodline did you originate from before it was overthrown" that'd give a skill line or other such bonus you can advance and eventually either follow or diverge from as you progress. As nice as factions and being able to work for the church or such would be I don't think it works with how the game is currently set up (which is a shame). As nice as it might be to be able to side with them or have a reputation system for if they'd hunt you down or even just let you walk in town undisguised, or even to just start as one of them it wouldn't work. Progression is tied directly to bosses and a good number of them are part of those factions. Unless they added an alternate way to get those powers and research then it'd simply be impossible as is.
The sort of DLC that I would buy would include theme packs, where you can play in different vampire fictions. Like an Underworld pack, with guns, where you're part of one huge vampire coven OR werewolf pack, and it's one faction against the other. Possibly change the world to a modern city. Or a Masquerade pack, where you join one of the World of Darkness vampire clans and vote in your Primogen and Justicar, who are maybe real players. Or an Anne Rice victorian era ack where humans don't recognize you and you try to not be suspected. . . as you build an enormous evil castle.
My wishlist in terms of PVE content: 1. Wanted/alarm system: Decided to go on a killing spree in Dunley Monastery? Good. Multiple wanted levels with various consequences. 1 star, local reinforcements, 2 star, extra patrol units in the entire area, 4 star reinforced patrols like 4 brighthaven halberdiers, 2 paladins and an actual boss unit like some kind of witchhunter that has no V blood. 5 star: Base invasion. The humans are fed up and a group of active witch hunters managed to track down one of your castle hearts and are preparing an invasion. Includes a very tough boss to fight. Their goal would be to destroy the castle heart, which could be repaired with special means ofc. These raiders should have no/balanced loot, as otherwise people would use them to farm. (Will your servants go out hunting for materials or you keep some of them home for defending? 2. Faction systems: Could be directly linked towards the afformentioned wanted system. Introduce new npc subfactions. Vampire traders that request blood essence instead of silver coins. Hostile factions like npc vampires / werewolves / witches / Harpies. Let's say with the wanted system you attract too much hostility with an enemy vampire clan? They could attack set up ambushes anywhere at night time. Faction vs faction fighting would be a bit harder to balance, and what would be the goal/consequences of said battles. 3. New servant types and functions: It would be cool to take along servants to fight with you. Add the option to let servants get caught on missions, having them captured and either having to free them or rescue their remains before you can resurrect them. 4. Dynamic events: A trade wagon full of building materials/ore/flowers/silver (or bones/bonedust/scourgestone if undead/vampire faction) is on it's way from Point A to Point B. It would be a shame if it somehow went missing. (But it would also be a shame if it's a trap and somehow an ambush is sprung when you actually loot the wagon) 5. Random task board: Seduce a villager and bring them to location/quest npc and trade them in for a certain reward. Kill x amount of enemies. Trade in Item X for gold/item X. 6. New skill trees, skill slots and possible synergies. Example: Chaos burn + unholy damage can lead to something like Necro burn, which would heal you if the enemy is on fire. It could be nice to increase the amount of active skills you can use, but it would require heavy balancing of all content so far. 7. Wardrobe system: Change the look and colour of your weapons and armor.
The faction system would be awesome, imagine if there were servers with 3 or 4 factions like, paladins, vampire hunters, vampires and werewolves and they would all fight over territory, kinda in like an MMO :D For ex. New World.
great suggestions in this video! love the idea of a skill tree and factions. but my favourite would be dynamic events. lets say there is a dynamic event where a high valued transport goes from silverlight to dunley and you can intercept it but it is heavily protected with like scaled down bosses or mini bosses from both areas. Or there is a time where the workers in a mine, (copper, sulfer, iron or silver) found a big vein and you can try and raid it with explosives and bringing your servants to these events somehow. Maybe make the blood moon time where they performe some type of ritual with garlic and holy protection and you can attack it but it is like a big raid. Or some type of event opens a dungeon for a while and you can enter it in a certain area where a lot of loot from that area can be found but it is only available for a while before the dungeon closes and you'd have to be out or you die and lose the resources you gathered. i can think of so many cool ideas for this game and i love it. i hope this game gets huge love from the community and from the developers because it has so much more potential and it is already fantastic.
This game is amazing! One thing I really wish they modify from a base building perspective is to be able to mirror structures, especially gargoyles. For instance it would be cool to have the same gargoyle on each pillar but have them mirror each other. Will also help for workbenches to be mirror-able too as one can be more flexible in constructing in tight spaces.
I wanna say that you make excellent points and that I have been loving your videos. Agreeing with many others and as strictly a PVE Coop Player. I would like to see the following added in the future: 1) First and foremost the ability to turn monsters into thralls. Let me have wolves, spiders and the other horrors of the Cursed Forest. Let me have harpies damn it. Since the system and categorization of blood type and quality exists for them. They would just be raiding the settlements. 2) Dynamic Events are something I would love and feel like they are missing from the game. 3) Following up on this I would like to be able to build traps, maybe having gargoyles come alive to attack intruders. 4) I would like for a transmog system in armors and clothings or at the very least color changes 5) Horse Saddles for more space. 6) The ability to build upwards. It would cost Building Blocks in the same way one would expand otherwise but it would be pretty cool. Could be an option to be toggled on/off for PVP.
What I would like is having a way to create Mods for the game, if devs ever decide not do these changes. The community can pretty much do it through steam workshop.
I like all your suggestions, but the last two ones are huge and would probably be big DLCs! For my part, as already suggested, being able to use anything in your chests in the castle your in at a crafting station would be a very nice addition, also, for solo play, the thralls are nearly useless since the time a thrall return for a "quick" expedition (2h) you quite do not need what he brings back anymore, or you can have farmed 100 times the amount of what he brings back. Reducing the time by at least 5x if not 10x in a solo game would be nice.
I would like to see a threat meter kind of like in GTA with stars and the more stars you get the villagers start hiring vampire hunters for the area. You can do the same thing with the other types of creatures, like to kill a lot of beasts werewolves will start tracking you down, if you kill a lot of undead maybe a death knight respond and start letting you
PvP Dungeons, kinda like Albion has them. Queue up with 1-4 people (searches players on all vanilla servers) , get ported into a dungeon, filled with a great variety of nice loot and small bosses. Meet the enemy player/s in the middle of said dungeon and fight it out, winner gets both partys loot + their worn equipment. Latter only if hardcore pvp is checked when you queue up, or just have it be full loot regardless. That'd be cool.
Well you stated all the wants I discussed with my mates, your Dynamic Events Example is exactly what I was saying this need to my mates a few days ago, make the world feel more alive. I desire the enemy weapons as well shield, bows, staff, two handed/dual swords, so many weapons. More to do with your servants definitely, traveling with us would be great. One more was Customizing the Blood taken from prisoners to have additional bonuses as long as you have that blood in your system. All your suggestions would be amazing if implemented into the game, make it more lively for sure.
Nice video. Indeed I'd like something even further with the servants - even though I play on a PvP server so they're already quite important. Dynamic events would be cool; currently the only thing that brings people together - ironically enough - is castle raiding. And since there's no friend system in the game, that's pretty much the only way you see some friends gather about. Similarly I saw some idea about prisoners having a loyalty bar or so, so that if you treat them really well they might start being good enough to just walk around the castle - and offer you their neck whenever you pass them by :) A different thing regarding castle layout and defense - after constructing so many walls it's basically a secure maze, I really wish I had something like "Alexa, close all doors" xD I think I'll soon start hearing the sound of doors opening and closing in my dreams.
Some great ideas there bro, especially the one about offline raids/npc raids. Although I think for this to happen you should have gotten to a certain point in the game maybe, so you are strong enough and have the followers to help. Also maybe something we can opt in to, rather than it being default as the more casual builder type players might not want to get raided, even by NPC's. I also think being able to play as hunters and such would be great, especially for faction wars/PvP type stuff.
I've got a novel here for you 1. I wish progression wasn't based entirely on rng. Many times I will either level at a decent pace or just hit a brickwall. As an example, there's been instances where I get a merciless copper recipe early on so then I can start mining iron as soon as possible. Yet I've also had the opposite problem where I'm stuck with either copper or iron gear and spending hours farming scrolls and/or paper HOPING that the rng gods will bless me with the next tier weapon that let's me progress. The pacing seems very off in terms of progression because of this Imo. 2. Random battles between regions is something I would find interesting. Not like the little scuffles you see already, but actual server wide event battles. Imagine the farmland region attacking the silverlight region and vice versa. Perhaps they could add bosses to these events, like generals with randomized abilities that are seperate from the existing bosses. Perhaps they drop really good loot, but in order to get that loot you would need to kill the boss in the middle of two battling armies which could be quite challenging. Hell, it could be a server wide pve event. Or, vampires could choose a side to fight with and whoever wins or destroys whatever raid objective the event is for, that side gets some kind of bonus, whether it be scourgestone, a recipes or maybe even a recipe of YOUR choice which would totally fix my complaint in the first point 3. I think there needs to be more reasons to visit old regions. Sure you may occasionally go farm some paper, but most of your time is in the other regions. Once you're done in a region, you just kind stop going there. The dynamic events thing would totally help with this too. Maybe one of the events is the changing of loot spawns. Imagine some kind of server wide announcement is made that Meredith has stumbled upon a "quarts deposit" in the Iron mines meaning that quarts is now spawning in the iron mine more than iron. It slightly shifts how each area is a set loot spawn which could be interesting and make the world more dynamic. 4.) More dynamic events. Really, dynamic events would just elevate this game A TON. Anyway, what if the existing bosses had their own agendas that they want to accomplish and they would dynamically start events like raiding another bosses base? I'm not sure how that would work mechanically speaking however. Maybe it could be similar to the large battles I was mentioning earlier. 5.) Building within my border without needing to go to my chests. After looking through the comments, I do agree that organization is a part of the survival mechanic and that it shouldn't affect crafting. Building walls, borders, floors, and other buildings however, I think would benefit from not having to run back and forth to chests for my already crafted mats
As for the skill system, I would do it based on blood type consumption. The more of a certain bloodtype that is used from the pool the more you progress in that skill type. Also the more you've progressed in a certain "class" the harder it'll be to gain in another. You could make it so you have to cleanse your body of the blood type you've consumed to be able to go all in on another, for balance reasons.
A note on the factions thing, I'm not thinking the human or werewolf thing so much, but more of a clan politics system. A lot of vampire iconography shows the all the vampires in the clan vying to be the head of the clan, so for clans have clan rankings. A vampire court. Certain positions give certain boosts, and a way to move up and down that court. Or use it as a way to make clan teams, like how many games have classes. Once you get to iron level, unlock the court system where different positions in the court make you more suited toward tanking, magic, sneak attacks, or dps. But I definitely agree on the events point. It will help create more longevity and interesting encounters as you play.
A path of exile style passive tree would be cool for the progression bit, they could make them highly specific and make it to where you could only get a boost of up to 15% on any given passive (so lets say you want to boost your default spell power, well out of all the passive tokens you unlock throughout the tree, you can only get it stacked to a 15% boost) this would still make a difference in your dps output, but it still keeps your gear as the main focus of your power level, because your gear is still going to give you the biggest boost This wouldn't be unfeasible because they already do this with the spells, your spells are unlocked through boss progression and they are bound to your character, so even if you die you still have them, and if you have a spell rotation you are good and comfortable with, you'll be able to destroy new players in the server simply because their access to spells is super limited and yours isn't, and so you have a lot more options available. This passive tree system would be like that, but it would be based on your leveling through killing mobs or defeating bosses or getting to the next tier of items or doing journal quests, etc.
I know this is late, but I've been stewing on 2 things that I would really like to see. 1. Unlockable abilities for the weapons, so like we could have like 3 options per slot kinda like how Albion does it. So whe. You hit iron weapons, you unlock the 2nd slot ability then after that bosses could drop more abilities for weapons like they do for the spells. 2. (A bit more unrealistic) a third spell slot, but longer cooldowns across the board. For spells specifically. But that's a balancing nightmare and the flow of battle is pretty good right. Now though. And a lot of the things you said I would want to. Imagine if you pick the werewolf path you get different spells and weapon skills that'd be fun. Anyway thank you for the great content. I hope you don't mind me responding late I really had to think about these.
I think, especially for solo play, that the faction system could be used a lot as a introduction to quests to this game. Say you complete a quest for some other vampire lord, maybe Styx forgives us or something and becomes a potential ally, and we complete a quest for him, we gain more reutaion with him, or just vampire in general, but lose reputation with werewolves and humans or something. Maybe there is a cult dedicated to you and you can complete quests and turn them into some sort of evil group that kidnaps people from their homes to bring to you. I think it has a lot of potential, but more so for solo play/pve as it wouldn't really work all that well in a PVP server. I am just excited for the future of this game. :)
I'd love to see the progression system implemented as a technically horizontal progression system that allows you to modify your characters statline to a degree without extensive straight upgrades. Maybe this could fit well with the differend spell types where maybe after fighting some bosses and conducting an illusion type ritual your characters location isn't always clear by default and random after images like when using the movement ability in combination with the player being invisible as a passive that comes with the tradeoff of having lower HP and weaker non-illusion type spells or something. Maybe this could be implemented as additional endgame jewellry or consumables which effects last until they are whiped by another consumable so the player can still switch builds and create interesting counterplay in pvp. I'd love to see players being able to specialize their stats in the very endgame instead of too many straight upgrades especially because it would help to prevent absolute monopoly in pvp situations while still allowing the top players to make progress
NPCs on rare occasion raiding your castle, along with having stations being linkable to chests specific to your castle would be good for quality of life. That way the stations just automatically pull the material of what you're trying to craft from the chests.
Dynamic events is the one thing I immediately thought of as well, would break up the gameplay loop and make PvP servers extra spicy as well, not just base raids but events that are announced server-wide, like the cargo ship on Rust
I would like a separate island with waygates that has an arena with special rules. You can’t pick up loot from dead bodies other than your own and entering the arena counts down a 20 second timer before people can interact with one another. It would give PvE servers a PvP optional spot and a way to settle disputes on both PvE and PvP servers. It also gives a spot for people to just search out PvP and practice.
I would like to see more variety in character building. It would be neat to be able to build characters set to function in unique ways beyond simply the blood type mechanic (as cool as it is). Maybe there could be a sort-of skill progression tree that boosts the effects of specific tools and gear, or unlocks unique recipes or something. I don't know.
I think the main thing they need to do is add more weapons and armor for each tier that do different things. This would help with the rpg/customization side. So if I wanted to be more of a caster at say level 50 I would want to wear a different set of armor than what's there now and same for if I wanted to be more melee. That's a really easy way for them to give more diversity while playing without needing to implement new systems.
All great ideas. I had already tweet the developers asking for some kind of access to werewolf gameplay, even if just a skin. Just cause it is called V Rising does not mean it just has to be Vampire. It can be all events surrounding the return of the vampires. That would cause the humans and werewolves to react.
I think the faction thing could work but more in a vampire the masquerade approach with each variation on a vampire species with their own skill tree and spell specializations perhaps? Improving the skills we unlock.
Normally don’t leave comments but I wanted to put out an idea. U mentioned bloodlines and I immediately thought of a progression system for each blood type we currently have and maybe will have in the future. Basically u can opt in to gain extra bonuses from a particular blood type. The caveat is u get less bonuses from the rest. In order to increase the bonuses u get from ur chosen bloodline u have to consume and burn through ur blood gauge for that type of blood. The higher quality blood the more progression u get. Each level of this bloodline system would add onto or increase the bonuses from the blood type the bloodline is tied too. Hell it doesn’t even have to have just the one blood type u can have each bloodline gain bonuses from 2 blood types.
Love the videos and content. This game is amazing and it’s good to see quality, entertaining, knowledgeable content being made by quality content creators. Thank you! Here are my ideas. And whereas I have played pvp, it’s private with friends and we are very soft core about it 😂: *Bottles and Water Skins reusable. Please. Ugh. Even if they are broken or need to be cleaned or something…. Just, please. *Agree that resources could be connected via chests. Make them end game, expensive, magic (like the Tek Storage in Ark). *Let me Sword and Board… or Buster Sword. Would be good. Maybe even a weaponless/unarmed type? 🤔 *Various mounts? Saddles for horses. Incentives for keeping them. Breeding maybe? I like horses but I literally grab them and don’t keep them (other then the 3 original ones in my stable 🥰). *Let servants or thralls wear armor and show the weapons you give them. Or let there be craftable outfits for them. That’s about it. Love the game, so excited to see what comes next!
Something I really want to see is actual full blown late-game content. Maybe in a DLC opposed to an update because it would take a lot of dev time and resources, but I would want to see a proper, genuine dungeon system. Maybe areas of the map which when you interact with say a door covering a cave or a castle on a hill which brings you to an instance (which your clan members can also hop into) to defeat a series of bosses raid-style. They can do it so the access point, whether it be a door or a ladder going down into a cave, can't be destroyed or built around (similar to how you can't build near a non-clanmate's castle). Imagine they do a DLC where they add vampire boss dungeons, say 5 and they are either all very high level or are incrementally stronger with each one. They could also add "legendary gear drops" with this and increase the max level cap by a bit. Say the final boss of this DLC is level 150 or something stupid, much stronger than we can get to as players so you have to fight it as a group. They could do it so each instance has 3 bosses, maybe the first is a servant, the second is a gargoyle or a unique animal which has been vampire blood infused like a massive wolf with vampire powers then the final boss is this super strong vampire who has a few 'stages' to the fight and might progress to different physical states as it goes on until you defeat it and the boss might have an animation where it overstretches its abilities and turns to ash or something. That's what I personally would love to see going forward, another stage higher than the world bosses we see now, some special "legendary" bosses which I would call "legendary vampires" which have their own castles across the map which can't be destroyed by players for obvious reasons. They could also introduce with this random events where some of a certain "legendary vampire's" servants are roaming an area or attack a township where you can get rare loot by killing them but would be very hard unless grouped. Or maybe some AI vampires are roaming around as a pack of wolves who when coming across a player transform to their vampire form and attack you; this is something I'd love to see specifically in PvE or private servers to increase the risk aspect of getting loot as you might get intercepted by these AI vampire packs who could have levels appropriate to the area they spawn into as not to just destroy new players with level 60+ mobs attacking a level 33 new player
They could also introduce a new area or areas of the map which are no-build zones where all the DLC instance content is so players don't try and lock off the access point to the instance
I would like to see your servants be able to transfer mats and stuff maybe like a mission for them where they will set up a convoy and deliver your mats from base to base, but i guess thats just a QOL that would be cool
Slashers should either have a dash attached to the stealth ability or make it to where you can control the "Dash forward and back" ability. Press it once and you will dash forward and leave a ghost behind you, then you could attack or use other abilities then recast the dash back to your ghost. Think like Yone from League of Legends.
The dynamic events would be great but they would have to figure out when those events happen depending on when you're full clan is on if it's an event like the example you made attacking your personal castle
i don't play v rising, but i'm glad to see your vids pop back up in my feed. for the algorithm. hopefully in the future you will cover anime mmos that come out, so i can get the best guides and tips again :)
More focused armor types, like heavy armor for tank meelers, leather armor for fast asssasin builds, and cloth vest for magical damage/mage playstyle, and jack of all trade but master of none armor style. Right now the playstyle fews very limited when they could do a lot more since this is a fantasy setting and we see things like mage and assasins and brutes npcs in game
In terms of additional progression, they should add Weapon and Spell mastery. Give each Weapon a skill tree that you can level through using the weapon in combat. This would also give them the opportunity to give more than 2 skills to each weapon, and allow the player to modify how they use the weapon. For spells, each spell could have a sub tree with like 2 or 3 tiers and 2 options for each tier, and you would unlock them from using the spell in combat. These would just be small modifications to the spell, similar to what we have in Lost Ark for the abilities in that game. These mastery levels could contribute to your overall gear score by 1 point per level. For instance, if you had a spell with Mastery 2, and your gear score added up to 62, then equipping that spell would boost your score to 64. Something like that would add a lot of depth to the character building and would also incentivize me to use something besides the reaper for my weapon.
Yup, rly like your last point especially. Like their are werewolves, vampirehunters, other undead, witches, etc. I rly liked the fae fairy type and witchtraft themed bosses and wondered if there'd be more factions like that. There's also some faction in play when you see bandits, milita, wildlife, monsters and skeletons ducking it out should they cross paths. The ironmine area is a good example and also could lead into your event suggestion. Like the milita surpressing a undead uprising or sth. If not, than maybe for the next title called fantasy rising. o_0
I would like to see a declaration of war option were someone would have to declare war to you and then 24 hours later your castle would be attackable for 3 or 5 hours as to be able to time your defenses and your seiges.
Dynamic events sound like a great idea. More weapons would be awesome! A traditional bow, a lance (there were a few variants used on foot), a giant flail, quarter staff, musket axe, estoc (big rapier), on and on. There are a lot of European weapons the devs can pull from. And if they want to pull weapons from other cultures there are even more to choose from. Skill trees may work if instead of xp it costed a large amount of blood essence. Factions could work for just vampires too. A lot of vampire media has them form cliques, blood pacts, dynasties, etc. Vampire the Masquerade and Warhammer Fantasy are my favorite takes on this. Each faction has blood line powers as well as technological niches they carved out. A scaled back version of this could be interesting. Companions sound like a good idea. It doesn't need to be anything crazy. Just a follower who attacks things you attack. Someone in the comments said this could be a thrall system. Like you make your own initiate vampires. I think this is a really cool idea. I'd also add: 1. Permanent servant horses. Horses that have been captured and turned into vampire horses and are kept in a stable. They can be recalled and respawned at a cost like servants. Its another avenue for cosmetics on top of a useful addition. 2. Addition armor types based around playstyle not just tech level. 3. Vertical building sounds like it would be very useful. But I do not know how well that would mesh with base modification or raiding, like destroying walls/pillars. This would need a good deal of testing and community feedback. 4. An extra row of storage to all chests. please. let me horde more... 5. A "Compulsively sort to nearby chests" button. Still need to keep an orginized base, but it would be a huge quality of life improvement. 6. A mild reduction in repair costs at endgame. It's just a bit excessive imo.
Definitely eager for a roadmap. Would like to see improvements to the tutorial quests and new player experience to emphasize the value of some mechanics, particularly around fishing, servants, and prisoners. I (and others I know) got to end-game without really utilizing these mechanics and wished we had known how cool they were much earlier. Some QOL improvements: a setting to auto open/close doors as you walk through them, a "close all doors" button, crafting stations can access all the storage in your castle, horses fill their water if they are left near a water source in your castle territory PvP is very fun, but it doesn't feel like it ties in well with progression, and I don't feel any incentive to PvP. Playing cooperatively feels more natural even on a PvP server (not full loot). The risk doesn't feel like it meets the reward; there is no intrinsic value in killing a player beyond the inventory they're carrying, but the cost in time and resources for losing the fight can be quite high. Since you generally have no idea what they're carrying, I feel this really takes the incentive out of PvP (without full loot). On that note: Official Solo/Duo full loot servers, PLEASE. Castle design on a PvP server is a constant struggle between building something aesthetically pleasing and convenient to navigate, and building something which can withstand a siege golem. I don't feel like this is a fun choice to have to make - I really dislike walking through 20 honeycombed doors to leave my castle, but I don't want to feel like it is an easy target while I'm logged off. I hope they somehow strike a balance, where players can make castles which make logical sense, are easy to navigate, and still withstand reasonable assaults. Finally, I would like to customize the positions and patrol patterns of servants around my castle, particularly with PvP and raiding in mind but also for convenience and aesthetics.
Imagine you can chose one faction between vampire, werewolves and undead and the mobs, areas on the map will be friendly and help you if they are of your faction
My big ask: Be able to teleport between clan waygates with resources OR be able to command a servant to relocate to another castle (with resources in their inventory).
Big thing they definitely need to do is lean more into using thralls for defence. They seem to have slightly committed to breaking the honeycomb defence mold but it just needs a slight push to improve the thrall system that would allow for much more flexibility in base design when it comes to raiding Coolest shit I've seen was one guy who had basically all lightweavers and brute guys with a healer. He had one wall and all his servants were nearly unlikable even at GL 75. Really make the idea that you are putting armies against each other
I second the point on weapon variety. I really want sword and shield combo so I can roleplay as a vampire knight. Additionally, I`d like different armor types that give you certain buffs. For example mage robes with bonus magic damage, light armor with crits, heavy armor with damage resistance . It is strange that the game already has different weapon types but there is no armor types, you just go for what is better stat-wise. On a global level, I would like an ability to capture enemy settlements. They would give you resources at a steady rate but enemy faction may gather a force to reclaim the territory. Also, It would give you a goal to strive for. Become a Dracula and dominate the world. Moreover, it will add an interesting dynamic to PVP since you will be able to take settlements from other players.
A perk/talent tree would be amazing for customization of your character, and I agree factions and factions bonuses would add alot of content for dynamic events
1. More clothing , weapon customisation abilities and skins. 2. Bigger map It will happen in time. 3. It's missing something for replayability or to keep you playing. I don't know what that is but it needs something. 4. Maybe like dungeons. 5. boss events. 6. castle raid events. 7. PVP arena mode would be great with unlockables with ranked system. Give it replayability for both PVP And PVE elements and the game will be sweet. Just don't forget it's still in early access. 7. Just fucking give full control of HUD size and options and camera view or atleast third person view and we sweet ✌🏻 8. Perfect game
What I’d like to see:
- bigger chest size
- ability to track merchants after encountering them once
- add horse customisation and the ability to place sandals that increase the amount of loot you can carry
- allow one thrall companion that can help carry loot and help solo players with mobs/bosses
- add a proper thrall location for quarts and a one more location for scourge stones
- dynamic events
- keep armour stats the same but have a transmog system to design armour to player choice
- make your own fish farm at base to feed prisoners
- have a thrall coliseum where players can have their custom thralls fight against each other. There could be a betting system for gaining silver
I too would love a bigger chest 👀
@@cyberpsykoh6686 Or just bigger stack size by default
@@Gery4 I want the other chest... 😐😐
For me, step 1. would be to make the materials that are in the same castle, in any chest, useable at any workstation. No more running around, seeing how many i have of this or that, or whatever...
That would be such a nice QoL change, definitely need this in the game
We could also discover and craft an auto-sorter chest. Valheim had a mod for this where whenever you deposited an item in a chest, it would be routed to the chest you chose to store it in.
I've been thinking the same thing. I spend half my time running around putting my loot in the correct containers lol
@@ElGranBatuca there’s a system like that in path of exile stash
That would be amazing 👏
More Armor customisation - changing colors would already be a good start
Dynamic events would be awesome
I want an option to place Thralls at certain location, like those two thralls are placed in the graveyard to kill the skelies or ghouls or so
Tbh it seems like they are committed to skins but there actually is a decent amount of helms and cap skins in the game. All they'd have to do is dye for the current armour with a few possible skin schematics from loot and it'd be in a really good spot. Foundation is already there, just need to execute
I was really surprised how many badass cloaks/caps there are in the game rn. Many of them way better than the founders pack
Currently using Royal Mantle of Ashcloak kings and it looks sick
- Being able to bring out 1 servant would absolutely be a huge improvement.
- Mid to late game bosses impoves your forms, i want to feel my character increasing in strenght that isnt tied to the trousers i wear that day.
- Different tiers of craftable saddles that range from miner speed increases to not being dazed and thrown off when hit.
- Talents trees if even for minor increases.
- Different variations in the gear, i would like to play more of a caster build than just having the Scythe and variation of the end necklaces.
- Castle events is a cool idea i'd like to see but not sure how i'd work on a populated server, as if a group of players find the raid coming to my castle before they'd reach it.
- Stretch out the map to make more space for building, atleast on my server alot of new people leave because "every" space is taken.
- I personally hate the repair costs of end game gear, i find myself downgrading to 65 otherwise it feels like if im not farming end game mats, im just losing out, not saying get rid of it, but lessen it.
These are my thoughts after 93 hours of gameplay atleast.
Being able to bring servants would make me fall in love with this game even more
Late game farming is so dull. Just when I finished repairing my armor half of it is already down 50%
One thing from me. I want to see, that you can build upwards like towers or another layer to your castle, right now it feels like a big mansion to me and not a castle.
Yes! I was so disappointed when I found out that the stairs in the building section doesnt actually create another floor... Its just cosmetic stuff :(
The entire footprint of your castle is far too large. The size of everything is kinda silly. I would say everything needs to be cut in at least half size wise if not 75% The map is tiny and your castle takes up like 5% of it at a time lol. Building up and down could fix this.
@@StephaneLevs Not entirely cosmetic. Stairs allow you to extend your base up or down a level. Handy if you want to build on a hill.
@@seanheath4492 yeah but you mostly already have some natural stair/hill right? I remember trying to place the stait anywhere but I couldnt xD
@@StephaneLevs It goes on the natural stairs, and allows you to build foundations on the new level.
I would like to see the building expanded on, most specifically multi-level building with stair cases going to second floor. I want to be able to stand on top of my walls looking out of the castle. Other thing I wanna see are traps for base defense i.e. poison dart traps, boiling water on top of gates, ect...
Hell yes to all of this.
I rather go down and put the coffins under ground.
As cool as this would be, it would change raiding a TON
Boiling water? You mean boiling liquid silver with chucks of garlic thrown in.
I don't think multi level buildings are coming. Probably ever. I fully believe the engine will not support this, or it will have to implemented in some hacky way which is sure to make exploits easier.
It would be interesting to have a system where if you "control" territory you can have patrols of human/vampire npcs that are loyal to you and walk around the roads or set up camps in said territories. This would make both pvp and pve more dynamic by in a sense having your own faction which helps you passively on the map - also it would be thymatically interesting because you are truly building a vampiric "empire" by taking over the map. Also being able to customize the look of your thralls, like armor, weapons, abilities etc, would be pretty cool.
...I was roaming a town at night, and there was a werewolf in there... morning came, and it turned back into one of the town children. (I thought that was pretty cool to see)
Biggest thing I would like to see is mod support. That in itself would take the game to another level
definitely, mods in literally any game increase the lifespan of said game and improve so many aspects of it. If mod support becomes a thing I can see great things in the future
It would be sick if they added keystones that you could put in your armor/weapons to enhance abilities or completely change them
Maybe that would be a way to create specific builds instead of just having a single necklace
They need to address the servent's mission time. If you are on a serverits no problem BUT if you are a casual player, solo, or playing with some friends and NOT on a server the 24 hours it takes for a servent to complete a mission is totally worthless. If you and your friend play 2 hours every day then you are looking at 12 days before your servant comes back in REAL TIME. That makes servents completely useless. There should be an option to add a multiplier so that servants finish missions much much faster for use non-server players.
Being able to bring your servants out with you to raids would be amazing
I like the idea of factions. Especially for PvP as it will make alliances between smaller groups of friends more organic. The idea of a cabal of vampire lords working together to rule the entire land from the shadows is very appealing to me.
you can already do that
Idk, sounds appealing but it's why official servers are garbage just like in every other survival game. We had a big clan leader meeting with the admin of our server about teaming because everyone came from official servers to avoid teaming between the major clans
Official servers right now are big clan alliances going through and sweeping the map, killing people after they kill bosses in big groups, and killing new players in big gank groups
Some stuff is fine but what is going on in official servers rn is completely missing the appeal of this game. It's not decisioned to be a zerg fest like rust
I disagree with most people about being able to craft things if you have the mats anywhere in your base. You should have to learn to be organized. In a survival game good diligent organization is a skill.
But, the central problem still persists even with good organizing because please dear god... MAKE THE CHESTS BIGGER.
The model size is so big that it takes up huge portions of your room, but the chests are so damn small that you always need 2-3 because there are so many items. This is fixed a bit by cabinets, but still drives me crazy. Either that or increase the stack size. You should be able to carry 1000 stone and lumber per stack!
stack sizes are a server setting you can change
I agree, organization should be a given lol.
I thought a good system would be to have access to mats that are stored in the same room. It would add to the idea of having a specialized rooms with that grant crafting bonuses.
I agree mostly. I think building could benefit from this with no repurcussions. Crafting would be different, but actually building your walls? As long as those mats are in your chest, I feel like you should atleast be able to build walls and floors
You should be able to tie chests to crafting / refining stations so you don't have to run to and from each time
Craft from containers, full auto-sort of chests. Create signs etc. just some QoL tweaks to get started. NPC raids on your castle would be fun as well.
One single change they can make that will take this game to the next level is mod support.
Mods can accomplish all the other things mentioned and more.
A bow with some of the archer boss abilities would be really fun, rework the xbow into AoE abilities, and the bow into those cool chaos archer/sharpshooter single target attacks
And an auto-attack that you can charge longer to go further and deal slightly more damage
@@jijigri9224 Hell yeah
One change I really want to see is the removal of the paper press from the research table and make it a drop from a boss. If you get the paper press early vs late will really change how your progression through the research tree goes
I am already into Dark Silver gear and I had no idea this even existed.
Huge +1 to pve events! As a pve player I would love for my castle defense to matter.
Some other suggestions I have.
Let Servants follow you into the open world (like when you charm them in the first place). This would be very helpful to players who like to play alone, or in smaller groups. Being able to bring along all of their servants to hunt the next boss in their progression, or to help protect them as they mine, etc. When a servant "dies" they turn into mist and fly back to their coffin where they will have to recuperate over time. To prevent people just using servants as mules though, make it so you can only access their inventory in the castle.
Then a couple of small changes, storing items(Sort compulsively) to nearby storage, and allow crafting tables to pull directly from storage in your castle.
What about a key to switch from 2 pre-sets of skills ?
The two main thoughts I had when starting out in the game were:
1) Dynamic events, especially NPCs assaulting your castle with pitchforks and torches
and
2) Playing the paladins/good guys and managing the assaults against the forces of darkness. Sure, this game is called V Rising, but having players managing the NPC faction inside a PVP server and having also to manage matters like corruption, vampirism inside villages and so on could put a nice twist on the gameplay loop, especially if it sometimes puts the vampires into the position where they would need to form alliances against the humans.
Only need one change. Give me a hearthstone with a 15min CD.
Yo you are pumping out these videos like they are nothing, good job man keeping us all informed, keep that self care up though :)
One thing I would really like to see would be under a combination of the Dominance tab and Dominating Presence form, that you can do some brain washing shenanigans, and essentially take over an npc(not bosses but mayors/managers/quartermasters etc) controlling/managing one of the npc zones after heavy resource investment in the brain washing process or something(increasing the more npc's there are and value of goods in that area?) that makes it so the resources that area gathers starts to be delivered to you instead. Would give players other strategic areas to fight for control over rather than just castle fights.
When a zone is taken over this way, there will be no way to tell who is controlling it just by looking, but one can follow the caravans that escort the goods and find out who controls them that way. Enemy players can raid the caravans, pillage the zone itself while killing the npc's to temporarily sabotage resource regen for the controlling vampire. Raiding these zones can also be used as a method of luring the vampire out of the castle.
Following the comment for dynamic events, I think caravans just transporting resources would be a fun thing to stumble across. Another interesting thing would be for a NPC stockpile or lordling's castle that the taxes are brought to that players can raid for varied resources. Perhaps they could add several random plots to the map that at certain time intervals spawn an event that can be raided. Something to encourage players to meet in the world other than raiding someone's castle or attempting progression.
I was harvesting wood when a large tree fell across a gap making a temporary bridge ( that you couldn't walk on) but that would be a cool dynamic especially if you were attacking a player base and needed an alternate route.
I want a sword & shield and also a greatsword weapon type SO BAD
I would like to expand the idea of build/talents you mentioned - I think it would be cool to have similar progression system as it is in Valheim. By using a certain type of weapon you would increase your expertise with that weapon which would give you some small dmg buffs for instance. Then you would be able to select some passive perks when you reach a certain thresholds, e.g. target piercing for crossbow, micro-stun with mace/shield (devs, please add shields into the game), bleeding with spears, silence with slashers, etc.
This is probably an unpopular opinion but I'm going to say it regardless. I'm not certain what things I'd like to see added but what I can tell you, is that I do not want this game to become a clone or samey-game as all the others.
This game shines because it's incredibly different than the things that came before it. Adding a bunch of systems that other games already have is going to inherently change the feel of it. IMO, they need to be super careful about what they implement. I'm all for ingenuity and added features, I just don't want the game to become similar to all the other games already out there. If we wanted the features of those games, we could go play those games.
Another cool thing to add would also be sieging an NPC castle together with other vampires which will then result in a battle for domination among all these vampires that helped siege.
Also, I havent figured out if this game will be wipe based like rust or no yet.
I recommended a talent spec tree a while back. It really would mesh well for building customized builds, and also I'd like to see a small ability of progression through time not through progress. In other words if someone spends 20 hours at the iron stage I'd like to see them more powerful than somebody who just equipped iron for the first time assuming both parties played the same amount of time before that point.
Like your V Rising videos, man. :)
Think you have many valid points. I'd like them to add "Events" that affect the world as well. This can be a way to introduce new bosses, perhaps with new abilities or cosmetics related to the event. Examples can be Peasant Uprising (like you suggested yourself), Holy War (high level NPC's and mobs that hunt all subernaturals in the area, Faction War (factions fighting eachother), Vampire Incursions / Draculas Return (NPC vampires that come to attack castles with golems and/or servants, Wicked Werewolves (werewolves that attack settlements and/or peraps castles), and so on. ;)
That first idea is something that happens in Conan Exiles, though some of the attacks are so highly tuned that people could find everything they made wiped.
A relatively easy idea to implement would be additional weapon skills. They already have standard and 'Merciless' variants to gear, so introducing a new variant, 'Rampaging' or something, with different skills based on NPC moves would be nice.
Love your ideas. I want all of them. Idk if it exists because I'm not very far into the game, but saddlebags for the horse and horse armor would be amazing. Give them the ability to take a couple hits without freaking out.
I would love to see the ability to create defensive castle structures. Something like floor and wall traps, mimic chests, real gargoyles, etc. I think it would be very on brand as well, what vampire castle isn’t riddled with deadly traps and monsters?
Traps.
Watch towers with archer minions.
Or Fire/poison spewing gargoyles statues.
great idea bro
I would like some changes about skill pickups like; enemy has 3 different skills that he uses, and after defeating the enemy you could suck with F one of those skills not just 1 like now, but instead you could select one of those and after picking the first the enemy would increase their level to next tier and after defeating the enemy second time you could suck another skill from that enemy to progress onwards and gaining the second ability of your choice and so on and so on.. that would want the player to toggle the same enemy again future to get more powers and that could go for a loop to fight same enemy with different difficult levels.. If you guys know what I mean?
I'd like to see a talent based system , in which you choose between different effects for different blood types at each tier. Similar to skill effects in battlerite.
I hope the devs do more with the games success than Valheim devs did...not sure if the comparison is good but the hype was bigger with Valheim regardless
As far as it goes, their experience with battlerite and the mechanics they had at play means they honestly can/should implement maybe alternative versions of spells similar to shift abilities. Also, the ability form actual alliances with another clan would be tight.
As a solo player improvements to servants i'd like to see worker servants be able to be couriers which would ferry crafting materials to specific chests which would also take materials from your servants once they return from a hunt so i don't have to search 25 guys all at once.
Servants being able to go out from your base to collect stone, wood, etc but they actually do so in game and you can watch them farming rather then just vanishing until the hunt timers over.
A way to customize your servants maybe with character creator and being able to dye their armor to match your own so you can tell which player they belong too. (also add armor dying)
A way to set a way points or patrol route for your servants around your castle.
A way to take one or two or even all your servants out into combat to siege npc settlements.
npc sieges on player castles.
Have worker Servants manning your crafting stations and other furniture even if its just for aesthetics.
Have Servants using their coffins during the day and human npcs using their beds during the night.
A way for time to pass while the game is closed since while playing solo play all timers stop once the games closed.
Hey man, great video! Btw about content, you can see on the steam store page where it says early access game after the buy button on v rising there is a read more and it has description of their plans. I just copypasted the short answers of what the devs stated is coming.
More biomes and dungeons
New weapons and spell kits
New enemies
More Castle decorations and cosmetics
More crafting recipes
Additional features and increased performance to improve the entire experience
There is really only about one thing that immediately comes to my mind and that it would be nice to have a way to divide stacks of items to a direct number. I would love it if you could say hold Left-Alt and then click the split button and then it brings up a little dialog box where you can input a number allowing you to split the stack into what ever size you want even if it's a random number like 43 and the rest. It can be mildly annoying having to take a lot more from your storage than you want and then have to go back and return the rest.
What you suggested about the companion system I would like to see! The companions as a servant wouldn't have to be a combat oriented companion, instead it could be a "worker, villager" or another kind of companion that could pick up your lumber, stone or another resource that you as a player couldn't pick up, cause your inventory is already full.. that would make the PvE system more approachable for many players, for PvP It could work the same way, but the companion could be killed by another player to diminish your gathering altogether.
Would love if my inventory was full and I could just dominate a villager, dump my inventory into theirs and send him to fill my chests at home. then he can stand around till I need a one time bloodbag.
To fit with the theme it'd also be nice to have it so you can expand and claim territory especially if there'd be events like NPCs raiding. They set it up as a "We used to rule the land but were hunted to near extinction, now we're back to take what we lost" but when you play it's more like you build a big house to go out and kill stuff. If you could actually claim land then it'd feel more like you're actually taking what was lost. In PvE it'd be a nice RP experience especially if it flows with NPCs being more active and launching raids, you'd have to be more conscious of where you put your bases, and maybe it could also reduce some of the grind by having the land you hold give tithes of resources and servants. For PvP it gives more incentive to fight other players and can lead to some interesting politics navigating the holdings of other players and give more incentive to group up and have the more fantasy clans.
Player Progression is a mixed bag for me. Having it be more tied to my character itself than just the gear I have on would be very nice especially on full loot servers where it's beyond just annoying to lose everything. BUT I feel that if that route was taken then the things tied to your character need to have both positive and negatives as a tradeoff. Like greater resistance to sunlight but a greater weakness to silver or something. They could even borrow from Vampire the Masquerade and have like "what ancient bloodline did you originate from before it was overthrown" that'd give a skill line or other such bonus you can advance and eventually either follow or diverge from as you progress.
As nice as factions and being able to work for the church or such would be I don't think it works with how the game is currently set up (which is a shame). As nice as it might be to be able to side with them or have a reputation system for if they'd hunt you down or even just let you walk in town undisguised, or even to just start as one of them it wouldn't work. Progression is tied directly to bosses and a good number of them are part of those factions. Unless they added an alternate way to get those powers and research then it'd simply be impossible as is.
The sort of DLC that I would buy would include theme packs, where you can play in different vampire fictions. Like an Underworld pack, with guns, where you're part of one huge vampire coven OR werewolf pack, and it's one faction against the other. Possibly change the world to a modern city.
Or a Masquerade pack, where you join one of the World of Darkness vampire clans and vote in your Primogen and Justicar, who are maybe real players.
Or an Anne Rice victorian era ack where humans don't recognize you and you try to not be suspected. . . as you build an enormous evil castle.
My wishlist in terms of PVE content:
1. Wanted/alarm system: Decided to go on a killing spree in Dunley Monastery? Good. Multiple wanted levels with various consequences. 1 star, local reinforcements, 2 star, extra patrol units in the entire area, 4 star reinforced patrols like 4 brighthaven halberdiers, 2 paladins and an actual boss unit like some kind of witchhunter that has no V blood. 5 star: Base invasion. The humans are fed up and a group of active witch hunters managed to track down one of your castle hearts and are preparing an invasion. Includes a very tough boss to fight. Their goal would be to destroy the castle heart, which could be repaired with special means ofc. These raiders should have no/balanced loot, as otherwise people would use them to farm. (Will your servants go out hunting for materials or you keep some of them home for defending?
2. Faction systems: Could be directly linked towards the afformentioned wanted system. Introduce new npc subfactions. Vampire traders that request blood essence instead of silver coins. Hostile factions like npc vampires / werewolves / witches / Harpies. Let's say with the wanted system you attract too much hostility with an enemy vampire clan? They could attack set up ambushes anywhere at night time. Faction vs faction fighting would be a bit harder to balance, and what would be the goal/consequences of said battles.
3. New servant types and functions: It would be cool to take along servants to fight with you. Add the option to let servants get caught on missions, having them captured and either having to free them or rescue their remains before you can resurrect them.
4. Dynamic events: A trade wagon full of building materials/ore/flowers/silver (or bones/bonedust/scourgestone if undead/vampire faction) is on it's way from Point A to Point B. It would be a shame if it somehow went missing. (But it would also be a shame if it's a trap and somehow an ambush is sprung when you actually loot the wagon)
5. Random task board: Seduce a villager and bring them to location/quest npc and trade them in for a certain reward. Kill x amount of enemies. Trade in Item X for gold/item X.
6. New skill trees, skill slots and possible synergies. Example: Chaos burn + unholy damage can lead to something like Necro burn, which would heal you if the enemy is on fire. It could be nice to increase the amount of active skills you can use, but it would require heavy balancing of all content so far.
7. Wardrobe system: Change the look and colour of your weapons and armor.
The faction system would be awesome, imagine if there were servers with 3 or 4 factions like, paladins, vampire hunters, vampires and werewolves and they would all fight over territory, kinda in like an MMO :D For ex. New World.
I want an undead faction, full lich for me.
great suggestions in this video! love the idea of a skill tree and factions. but my favourite would be dynamic events.
lets say there is a dynamic event where a high valued transport goes from silverlight to dunley and you can intercept it but it is heavily protected with like scaled down bosses or mini bosses from both areas.
Or there is a time where the workers in a mine, (copper, sulfer, iron or silver) found a big vein and you can try and raid it with explosives and bringing your servants to these events somehow.
Maybe make the blood moon time where they performe some type of ritual with garlic and holy protection and you can attack it but it is like a big raid.
Or some type of event opens a dungeon for a while and you can enter it in a certain area where a lot of loot from that area can be found but it is only available for a while before the dungeon closes and you'd have to be out or you die and lose the resources you gathered.
i can think of so many cool ideas for this game and i love it. i hope this game gets huge love from the community and from the developers because it has so much more potential and it is already fantastic.
This game is amazing! One thing I really wish they modify from a base building perspective is to be able to mirror structures, especially gargoyles.
For instance it would be cool to have the same gargoyle on each pillar but have them mirror each other.
Will also help for workbenches to be mirror-able too as one can be more flexible in constructing in tight spaces.
I wanna say that you make excellent points and that I have been loving your videos.
Agreeing with many others and as strictly a PVE Coop Player.
I would like to see the following added in the future:
1) First and foremost the ability to turn monsters into thralls. Let me have wolves, spiders and the other horrors of the Cursed Forest. Let me have harpies damn it.
Since the system and categorization of blood type and quality exists for them. They would just be raiding the settlements.
2) Dynamic Events are something I would love and feel like they are missing from the game.
3) Following up on this I would like to be able to build traps, maybe having gargoyles come alive to attack intruders.
4) I would like for a transmog system in armors and clothings or at the very least color changes
5) Horse Saddles for more space.
6) The ability to build upwards. It would cost Building Blocks in the same way one would expand otherwise but it would be pretty cool. Could be an option to be toggled on/off for PVP.
What I would like is having a way to create Mods for the game, if devs ever decide not do these changes. The community can pretty much do it through steam workshop.
I like all your suggestions, but the last two ones are huge and would probably be big DLCs!
For my part, as already suggested, being able to use anything in your chests in the castle your in at a crafting station would be a very nice addition, also, for solo play, the thralls are nearly useless since the time a thrall return for a "quick" expedition (2h) you quite do not need what he brings back anymore, or you can have farmed 100 times the amount of what he brings back. Reducing the time by at least 5x if not 10x in a solo game would be nice.
I would like to see a threat meter kind of like in GTA with stars and the more stars you get the villagers start hiring vampire hunters for the area. You can do the same thing with the other types of creatures, like to kill a lot of beasts werewolves will start tracking you down, if you kill a lot of undead maybe a death knight respond and start letting you
PvP Dungeons, kinda like Albion has them. Queue up with 1-4 people (searches players on all vanilla servers) , get ported into a dungeon, filled with a great variety of nice loot and small bosses. Meet the enemy player/s in the middle of said dungeon and fight it out, winner gets both partys loot + their worn equipment. Latter only if hardcore pvp is checked when you queue up, or just have it be full loot regardless.
That'd be cool.
Well you stated all the wants I discussed with my mates, your Dynamic Events Example is exactly what I was saying this need to my mates a few days ago, make the world feel more alive. I desire the enemy weapons as well shield, bows, staff, two handed/dual swords, so many weapons. More to do with your servants definitely, traveling with us would be great. One more was Customizing the Blood taken from prisoners to have additional bonuses as long as you have that blood in your system. All your suggestions would be amazing if implemented into the game, make it more lively for sure.
Nice video. Indeed I'd like something even further with the servants - even though I play on a PvP server so they're already quite important. Dynamic events would be cool; currently the only thing that brings people together - ironically enough - is castle raiding. And since there's no friend system in the game, that's pretty much the only way you see some friends gather about.
Similarly I saw some idea about prisoners having a loyalty bar or so, so that if you treat them really well they might start being good enough to just walk around the castle - and offer you their neck whenever you pass them by :)
A different thing regarding castle layout and defense - after constructing so many walls it's basically a secure maze, I really wish I had something like "Alexa, close all doors" xD I think I'll soon start hearing the sound of doors opening and closing in my dreams.
Some great ideas there bro, especially the one about offline raids/npc raids. Although I think for this to happen you should have gotten to a certain point in the game maybe, so you are strong enough and have the followers to help. Also maybe something we can opt in to, rather than it being default as the more casual builder type players might not want to get raided, even by NPC's.
I also think being able to play as hunters and such would be great, especially for faction wars/PvP type stuff.
I've got a novel here for you
1. I wish progression wasn't based entirely on rng. Many times I will either level at a decent pace or just hit a brickwall. As an example, there's been instances where I get a merciless copper recipe early on so then I can start mining iron as soon as possible. Yet I've also had the opposite problem where I'm stuck with either copper or iron gear and spending hours farming scrolls and/or paper HOPING that the rng gods will bless me with the next tier weapon that let's me progress. The pacing seems very off in terms of progression because of this Imo.
2. Random battles between regions is something I would find interesting. Not like the little scuffles you see already, but actual server wide event battles. Imagine the farmland region attacking the silverlight region and vice versa. Perhaps they could add bosses to these events, like generals with randomized abilities that are seperate from the existing bosses. Perhaps they drop really good loot, but in order to get that loot you would need to kill the boss in the middle of two battling armies which could be quite challenging. Hell, it could be a server wide pve event. Or, vampires could choose a side to fight with and whoever wins or destroys whatever raid objective the event is for, that side gets some kind of bonus, whether it be scourgestone, a recipes or maybe even a recipe of YOUR choice which would totally fix my complaint in the first point
3. I think there needs to be more reasons to visit old regions. Sure you may occasionally go farm some paper, but most of your time is in the other regions. Once you're done in a region, you just kind stop going there. The dynamic events thing would totally help with this too. Maybe one of the events is the changing of loot spawns. Imagine some kind of server wide announcement is made that Meredith has stumbled upon a "quarts deposit" in the Iron mines meaning that quarts is now spawning in the iron mine more than iron. It slightly shifts how each area is a set loot spawn which could be interesting and make the world more dynamic.
4.) More dynamic events. Really, dynamic events would just elevate this game A TON. Anyway, what if the existing bosses had their own agendas that they want to accomplish and they would dynamically start events like raiding another bosses base? I'm not sure how that would work mechanically speaking however. Maybe it could be similar to the large battles I was mentioning earlier.
5.) Building within my border without needing to go to my chests. After looking through the comments, I do agree that organization is a part of the survival mechanic and that it shouldn't affect crafting. Building walls, borders, floors, and other buildings however, I think would benefit from not having to run back and forth to chests for my already crafted mats
As for the skill system, I would do it based on blood type consumption. The more of a certain bloodtype that is used from the pool the more you progress in that skill type. Also the more you've progressed in a certain "class" the harder it'll be to gain in another. You could make it so you have to cleanse your body of the blood type you've consumed to be able to go all in on another, for balance reasons.
A note on the factions thing, I'm not thinking the human or werewolf thing so much, but more of a clan politics system. A lot of vampire iconography shows the all the vampires in the clan vying to be the head of the clan, so for clans have clan rankings. A vampire court. Certain positions give certain boosts, and a way to move up and down that court. Or use it as a way to make clan teams, like how many games have classes. Once you get to iron level, unlock the court system where different positions in the court make you more suited toward tanking, magic, sneak attacks, or dps.
But I definitely agree on the events point. It will help create more longevity and interesting encounters as you play.
A path of exile style passive tree would be cool for the progression bit, they could make them highly specific and make it to where you could only get a boost of up to 15% on any given passive (so lets say you want to boost your default spell power, well out of all the passive tokens you unlock throughout the tree, you can only get it stacked to a 15% boost) this would still make a difference in your dps output, but it still keeps your gear as the main focus of your power level, because your gear is still going to give you the biggest boost
This wouldn't be unfeasible because they already do this with the spells, your spells are unlocked through boss progression and they are bound to your character, so even if you die you still have them, and if you have a spell rotation you are good and comfortable with, you'll be able to destroy new players in the server simply because their access to spells is super limited and yours isn't, and so you have a lot more options available. This passive tree system would be like that, but it would be based on your leveling through killing mobs or defeating bosses or getting to the next tier of items or doing journal quests, etc.
One of the most exciting things about V Rising is the design space they have created for themselves. Its WIDE OPEN
I know this is late, but I've been stewing on 2 things that I would really like to see.
1. Unlockable abilities for the weapons, so like we could have like 3 options per slot kinda like how Albion does it. So whe. You hit iron weapons, you unlock the 2nd slot ability then after that bosses could drop more abilities for weapons like they do for the spells.
2. (A bit more unrealistic) a third spell slot, but longer cooldowns across the board. For spells specifically. But that's a balancing nightmare and the flow of battle is pretty good right. Now though.
And a lot of the things you said I would want to.
Imagine if you pick the werewolf path you
get different spells and weapon skills that'd be fun. Anyway thank you for the great content. I hope you don't mind me responding late I really had to think about these.
You are totally right bro
I think, especially for solo play, that the faction system could be used a lot as a introduction to quests to this game. Say you complete a quest for some other vampire lord, maybe Styx forgives us or something and becomes a potential ally, and we complete a quest for him, we gain more reutaion with him, or just vampire in general, but lose reputation with werewolves and humans or something. Maybe there is a cult dedicated to you and you can complete quests and turn them into some sort of evil group that kidnaps people from their homes to bring to you. I think it has a lot of potential, but more so for solo play/pve as it wouldn't really work all that well in a PVP server. I am just excited for the future of this game. :)
I'd love to see the progression system implemented as a technically horizontal progression system that allows you to modify your characters statline to a degree without extensive straight upgrades.
Maybe this could fit well with the differend spell types where maybe after fighting some bosses and conducting an illusion type ritual your characters location isn't always clear by default and random after images like when using the movement ability in combination with the player being invisible as a passive that comes with the tradeoff of having lower HP and weaker non-illusion type spells or something. Maybe this could be implemented as additional endgame jewellry or consumables which effects last until they are whiped by another consumable so the player can still switch builds and create interesting counterplay in pvp.
I'd love to see players being able to specialize their stats in the very endgame instead of too many straight upgrades especially because it would help to prevent absolute monopoly in pvp situations while still allowing the top players to make progress
NPCs on rare occasion raiding your castle, along with having stations being linkable to chests specific to your castle would be good for quality of life. That way the stations just automatically pull the material of what you're trying to craft from the chests.
Dynamic events is the one thing I immediately thought of as well, would break up the gameplay loop and make PvP servers extra spicy as well, not just base raids but events that are announced server-wide, like the cargo ship on Rust
My first thought when he mentioned this was the Purge/Maelstrom from Conan Exiles.
I would like a separate island with waygates that has an arena with special rules. You can’t pick up loot from dead bodies other than your own and entering the arena counts down a 20 second timer before people can interact with one another. It would give PvE servers a PvP optional spot and a way to settle disputes on both PvE and PvP servers. It also gives a spot for people to just search out PvP and practice.
For sure awesome would be like easter eggs after trippy shrooms xD (hidden stashes, schematics, event locations) or maybe there are already? :D
I would like to see more variety in character building. It would be neat to be able to build characters set to function in unique ways beyond simply the blood type mechanic (as cool as it is).
Maybe there could be a sort-of skill progression tree that boosts the effects of specific tools and gear, or unlocks unique recipes or something. I don't know.
Dynamic events would be fantastic. Actually, I agree with all of your suggestions.
I’d like to see a system where you could become rivals or allies to another clan of vampires.
I agree. Conan Exiles as Purges where npc waves attack your base. I absolutly would love it in v rising
I think the main thing they need to do is add more weapons and armor for each tier that do different things. This would help with the rpg/customization side. So if I wanted to be more of a caster at say level 50 I would want to wear a different set of armor than what's there now and same for if I wanted to be more melee. That's a really easy way for them to give more diversity while playing without needing to implement new systems.
All great ideas. I had already tweet the developers asking for some kind of access to werewolf gameplay, even if just a skin. Just cause it is called V Rising does not mean it just has to be Vampire. It can be all events surrounding the return of the vampires. That would cause the humans and werewolves to react.
I think the faction thing could work but more in a vampire the masquerade approach with each variation on a vampire species with their own skill tree and spell specializations perhaps? Improving the skills we unlock.
Normally don’t leave comments but I wanted to put out an idea. U mentioned bloodlines and I immediately thought of a progression system for each blood type we currently have and maybe will have in the future. Basically u can opt in to gain extra bonuses from a particular blood type. The caveat is u get less bonuses from the rest. In order to increase the bonuses u get from ur chosen bloodline u have to consume and burn through ur blood gauge for that type of blood. The higher quality blood the more progression u get. Each level of this bloodline system would add onto or increase the bonuses from the blood type the bloodline is tied too. Hell it doesn’t even have to have just the one blood type u can have each bloodline gain bonuses from 2 blood types.
I'm extremely hesitant to support ideas like this, because they ultimately are just exp grinding and discourage experimentation and freedom of play.
Love the videos and content. This game is amazing and it’s good to see quality, entertaining, knowledgeable content being made by quality content creators. Thank you!
Here are my ideas. And whereas I have played pvp, it’s private with friends and we are very soft core about it 😂:
*Bottles and Water Skins reusable. Please. Ugh. Even if they are broken or need to be cleaned or something…. Just, please.
*Agree that resources could be connected via chests. Make them end game, expensive, magic (like the Tek Storage in Ark).
*Let me Sword and Board… or Buster Sword. Would be good. Maybe even a weaponless/unarmed type? 🤔
*Various mounts? Saddles for horses. Incentives for keeping them. Breeding maybe? I like horses but I literally grab them and don’t keep them (other then the 3 original ones in my stable 🥰).
*Let servants or thralls wear armor and show the weapons you give them. Or let there be craftable outfits for them.
That’s about it. Love the game, so excited to see what comes next!
Something I really want to see is actual full blown late-game content. Maybe in a DLC opposed to an update because it would take a lot of dev time and resources, but I would want to see a proper, genuine dungeon system. Maybe areas of the map which when you interact with say a door covering a cave or a castle on a hill which brings you to an instance (which your clan members can also hop into) to defeat a series of bosses raid-style. They can do it so the access point, whether it be a door or a ladder going down into a cave, can't be destroyed or built around (similar to how you can't build near a non-clanmate's castle). Imagine they do a DLC where they add vampire boss dungeons, say 5 and they are either all very high level or are incrementally stronger with each one. They could also add "legendary gear drops" with this and increase the max level cap by a bit. Say the final boss of this DLC is level 150 or something stupid, much stronger than we can get to as players so you have to fight it as a group. They could do it so each instance has 3 bosses, maybe the first is a servant, the second is a gargoyle or a unique animal which has been vampire blood infused like a massive wolf with vampire powers then the final boss is this super strong vampire who has a few 'stages' to the fight and might progress to different physical states as it goes on until you defeat it and the boss might have an animation where it overstretches its abilities and turns to ash or something. That's what I personally would love to see going forward, another stage higher than the world bosses we see now, some special "legendary" bosses which I would call "legendary vampires" which have their own castles across the map which can't be destroyed by players for obvious reasons. They could also introduce with this random events where some of a certain "legendary vampire's" servants are roaming an area or attack a township where you can get rare loot by killing them but would be very hard unless grouped. Or maybe some AI vampires are roaming around as a pack of wolves who when coming across a player transform to their vampire form and attack you; this is something I'd love to see specifically in PvE or private servers to increase the risk aspect of getting loot as you might get intercepted by these AI vampire packs who could have levels appropriate to the area they spawn into as not to just destroy new players with level 60+ mobs attacking a level 33 new player
They could also introduce a new area or areas of the map which are no-build zones where all the DLC instance content is so players don't try and lock off the access point to the instance
I would like to see your servants be able to transfer mats and stuff maybe like a mission for them where they will set up a convoy and deliver your mats from base to base, but i guess thats just a QOL that would be cool
Slashers should either have a dash attached to the stealth ability or make it to where you can control the "Dash forward and back" ability. Press it once and you will dash forward and leave a ghost behind you, then you could attack or use other abilities then recast the dash back to your ghost. Think like Yone from League of Legends.
The dynamic events would be great but they would have to figure out when those events happen depending on when you're full clan is on if it's an event like the example you made attacking your personal castle
WE NEED A WALKING ANIMATION
i don't play v rising, but i'm glad to see your vids pop back up in my feed. for the algorithm. hopefully in the future you will cover anime mmos that come out, so i can get the best guides and tips again :)
More focused armor types, like heavy armor for tank meelers, leather armor for fast asssasin builds, and cloth vest for magical damage/mage playstyle, and jack of all trade but master of none armor style. Right now the playstyle fews very limited when they could do a lot more since this is a fantasy setting and we see things like mage and assasins and brutes npcs in game
In terms of additional progression, they should add Weapon and Spell mastery. Give each Weapon a skill tree that you can level through using the weapon in combat. This would also give them the opportunity to give more than 2 skills to each weapon, and allow the player to modify how they use the weapon. For spells, each spell could have a sub tree with like 2 or 3 tiers and 2 options for each tier, and you would unlock them from using the spell in combat. These would just be small modifications to the spell, similar to what we have in Lost Ark for the abilities in that game. These mastery levels could contribute to your overall gear score by 1 point per level. For instance, if you had a spell with Mastery 2, and your gear score added up to 62, then equipping that spell would boost your score to 64. Something like that would add a lot of depth to the character building and would also incentivize me to use something besides the reaper for my weapon.
Yup, rly like your last point especially. Like their are werewolves, vampirehunters, other undead, witches, etc. I rly liked the fae fairy type and witchtraft themed bosses and wondered if there'd be more factions like that. There's also some faction in play when you see bandits, milita, wildlife, monsters and skeletons ducking it out should they cross paths. The ironmine area is a good example and also could lead into your event suggestion. Like the milita surpressing a undead uprising or sth. If not, than maybe for the next title called fantasy rising. o_0
I would like to see a declaration of war option were someone would have to declare war to you and then 24 hours later your castle would be attackable for 3 or 5 hours as to be able to time your defenses and your seiges.
Dynamic events sound like a great idea.
More weapons would be awesome! A traditional bow, a lance (there were a few variants used on foot), a giant flail, quarter staff, musket axe, estoc (big rapier), on and on. There are a lot of European weapons the devs can pull from. And if they want to pull weapons from other cultures there are even more to choose from.
Skill trees may work if instead of xp it costed a large amount of blood essence.
Factions could work for just vampires too. A lot of vampire media has them form cliques, blood pacts, dynasties, etc. Vampire the Masquerade and Warhammer Fantasy are my favorite takes on this. Each faction has blood line powers as well as technological niches they carved out. A scaled back version of this could be interesting.
Companions sound like a good idea. It doesn't need to be anything crazy. Just a follower who attacks things you attack. Someone in the comments said this could be a thrall system. Like you make your own initiate vampires. I think this is a really cool idea.
I'd also add:
1. Permanent servant horses. Horses that have been captured and turned into vampire horses and are kept in a stable. They can be recalled and respawned at a cost like servants. Its another avenue for cosmetics on top of a useful addition.
2. Addition armor types based around playstyle not just tech level.
3. Vertical building sounds like it would be very useful. But I do not know how well that would mesh with base modification or raiding, like destroying walls/pillars. This would need a good deal of testing and community feedback.
4. An extra row of storage to all chests. please. let me horde more...
5. A "Compulsively sort to nearby chests" button. Still need to keep an orginized base, but it would be a huge quality of life improvement.
6. A mild reduction in repair costs at endgame. It's just a bit excessive imo.
Definitely eager for a roadmap.
Would like to see improvements to the tutorial quests and new player experience to emphasize the value of some mechanics, particularly around fishing, servants, and prisoners. I (and others I know) got to end-game without really utilizing these mechanics and wished we had known how cool they were much earlier.
Some QOL improvements: a setting to auto open/close doors as you walk through them, a "close all doors" button, crafting stations can access all the storage in your castle, horses fill their water if they are left near a water source in your castle territory
PvP is very fun, but it doesn't feel like it ties in well with progression, and I don't feel any incentive to PvP. Playing cooperatively feels more natural even on a PvP server (not full loot). The risk doesn't feel like it meets the reward; there is no intrinsic value in killing a player beyond the inventory they're carrying, but the cost in time and resources for losing the fight can be quite high. Since you generally have no idea what they're carrying, I feel this really takes the incentive out of PvP (without full loot).
On that note: Official Solo/Duo full loot servers, PLEASE.
Castle design on a PvP server is a constant struggle between building something aesthetically pleasing and convenient to navigate, and building something which can withstand a siege golem. I don't feel like this is a fun choice to have to make - I really dislike walking through 20 honeycombed doors to leave my castle, but I don't want to feel like it is an easy target while I'm logged off. I hope they somehow strike a balance, where players can make castles which make logical sense, are easy to navigate, and still withstand reasonable assaults.
Finally, I would like to customize the positions and patrol patterns of servants around my castle, particularly with PvP and raiding in mind but also for convenience and aesthetics.
Imagine you can chose one faction between vampire, werewolves and undead and the mobs, areas on the map will be friendly and help you if they are of your faction
That wouldn't be V Rising anymore tho , more like Monster Rising , different vampire faction would make more sense
With the mentioned faction system, you open the game up to roleplayers. That sounds fantastic.
My big ask: Be able to teleport between clan waygates with resources OR be able to command a servant to relocate to another castle (with resources in their inventory).
Big thing they definitely need to do is lean more into using thralls for defence. They seem to have slightly committed to breaking the honeycomb defence mold but it just needs a slight push to improve the thrall system that would allow for much more flexibility in base design when it comes to raiding
Coolest shit I've seen was one guy who had basically all lightweavers and brute guys with a healer. He had one wall and all his servants were nearly unlikable even at GL 75.
Really make the idea that you are putting armies against each other
I second the point on weapon variety. I really want sword and shield combo so I can roleplay as a vampire knight. Additionally, I`d like different armor types that give you certain buffs. For example mage robes with bonus magic damage, light armor with crits, heavy armor with damage resistance . It is strange that the game already has different weapon types but there is no armor types, you just go for what is better stat-wise. On a global level, I would like an ability to capture enemy settlements. They would give you resources at a steady rate but enemy faction may gather a force to reclaim the territory. Also, It would give you a goal to strive for. Become a Dracula and dominate the world. Moreover, it will add an interesting dynamic to PVP since you will be able to take settlements from other players.
Being able to see your Servants out on their Hunt, if you go to the location you sent them to, would be interesting...
Dungeons and a rare dynamic event with a really hard boss that the longer left alone the shorter the night becomes
A perk/talent tree would be amazing for customization of your character, and I agree factions and factions bonuses would add alot of content for dynamic events
1. More clothing , weapon customisation abilities and skins.
2. Bigger map It will happen in time.
3. It's missing something for replayability or to keep you playing. I don't know what that is but it needs something.
4. Maybe like dungeons.
5. boss events.
6. castle raid events.
7. PVP arena mode would be great with unlockables with ranked system.
Give it replayability for both PVP And PVE elements and the game will be sweet.
Just don't forget it's still in early access.
7. Just fucking give full control of HUD size and options and camera view or atleast third person view and we sweet ✌🏻
8. Perfect game
15 years ago there was a game called DarkEden. Game play like Diablo, but it was pvp... vampires vs slayers. It was the funnest game I ever played.