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Please suggest one idea at a time, even if they're a part of the same suggestion

Link "Wilderness" to "De Re Militari"
Why?
Since the Epic as originally planned is not very likely to happen and the devs have announced their idea of the "Wilderness" being an open-worldish PvE quests-based area, I would suggest to find a way of combining the strategic Militari map with the open-world Wilderness map so that the game as a whole can function as a meaningful unit and not just offer a couple of unrelated game modes.
What?
PvE and clan-based PvP should both play a role in the open-world map. Clans should have their strongholds and fiefs just as they do on the strategic Militari map. New players and casuals should also be able to join and have fun without fearing to get bothered by high leveled try-hards. The bigger war in De Re Militari should affect the goings-on of the Wilderness map and vice versa.
How?
the map:
Both the 2D Militari and the 3D Wilderness map should have certain spots reserved for castles and fiefs to appear. If they don't those spots will stay empty. To keep things concise and interesting castles and fiefs shouldn't be spread out as much within the Wilderness map. Castles could be relatively close to one another, maybe 100 meters apart while fiefs are little more than fenced huts just next to a castle. Castles could look the same way they would in the actual raids but they don't have to. They can be smaller representations of them. As of now, the 2D militari map can accommodate plenty clans but since the 3D open-world map naturally can't expand indefinitely there would have to be a cut. Let's say up to 5 castles can be on one map, any further castle will be put on a separate map which can be another instance of the same map or a totally new one.
Clan PvP:
Clans will spawn within their stronghold. They and everybody else are safe there since it's a duel area just like the lobby. It is where clans will train and people can go to to chat and join a clan. That way clans would be physically present for everybody and not just a name on a list. Outside of the strongholds is a free PvP zone for all clan members. You can go out with 5 of your buddies and bother unsuspecting members of your enemy clans. It could give you some extra XP for it maybe. Everybody else that's not in a clan shouldn't be bothered by clans. They are there to enjoy the map, make friends or do quests.
War:
In order to make raids on the 2D Militari map more immersive and interesting you could have some pre-raids on the 3D Wilderness map. Those would be scheduled as well and could be done at any time between the scheduling and the actual raid. Let's say the raid is scheduled at 20:00 and your pre-raid at 18:00. When it's 18:00 flags would appear somewhere in the castle or the fief respectively and the attacking side could try to take them or destroy something within it while the defenders would try to stop them from it. This will have some impact on the later battle at 20:00. The victor could either earn some more troops or gold to clothe their troops (which should be a thing to begin with). Of course it should be kept within reasonable limits as to not punish one side too harshly. Pre-Raids should be about fun and immersion first of all. It could either be limited for the people signed up for it or open for everybody who would like to have a fight. That could be changed later depending on how it works.
PvE/Quests:
The devs already told us that there will be PvE quests in the world. Clans could also play a role in it... Maybe a new player gets the quest to deliver "an important message" to King Ferdnand of TKM or any random player who just happens to be logged in. King Ferdnand should then be notified that a messenger is on his way to him so he doesn't randomly log out in the meantime. If he does though the quest will be cancelled. The messenger will get an arrow or something where to go. If the quest is done successfully both will get something for it, XP gold or whatever.

ad assist to the scoreboard
Ad assist to the scoreboard in all gamemodes and make it so the guy who did the most damage other then the guy who killed him gets the assist its really a missing thing for me and other people

No jump attacks
Leave jumping in as a means of getting over obstacles but remove the ability to attack while jumping. It's too easy too exploit (i.e. jump slashes to get a headshot in against shielders... not much you can do about it)
It's also immersion breaking.

Merc System (Offer Gold for Help)
Mechanic to let a clan give gold to another clan that is a "Merc" clan

Do the original "Stronghold mode" from Kickstarter

The original idea of Stronghold was the pearl of the old Melee Battlegrounds before the Kickstarter failed and they tried to do the Epic instead and epically failed doing it.
However, the idea was fun and I'm sure it would attract many people far more than any of the purely combat centered modes we currently have or that are currently being worked on.
You have a little bit of everything:
Building your village, conquering resources, sieging.

War Mode (large NPC battles)
Relying on other player to have fun sucks…… So here is a solution.
War mode:
War mode would be Large conquest and/or skirmish battles with 15+ npc’s on each team duking it out. A game all players could join to get a quick action. Players would be able to join and jump into a battle between two opposing npc forces.
I think it would be rad if each team represented a medieval army in composition, (3 knights, 7 spearmen, 5 archer/crossbow, and the rest peasant levies. Composition could vary to make different dynamics between the 2 teams. Maybe npc stats could also vary by class (Knights get the best stats) Also army armour schemes should definitely differ from opposite team.
So basically we have two npc armies battling then players can jump in to the battle and bam! You can choose the side and kill npc’s or other players who join. Population problem solved! If you make it offline then single player problem……. solved! You’re welcome Devs. This mode could be similar to custom battle in M&B Warband. It would basically be a way to have full battles without the requirement of many human players. To add, when you (developers) get NPC commands programmed, the multiplayer options could be huge (Teams could elect a NPC commander for the team) to direct the NPC, while other player just fight it out.
Anyone who esteems this idea, feel free to leave comments on what you think would be fun with NPC in multiplayer or single player. If you support this idea feel free to add to the idea!

Take away the reward for 2nd and 3rd place in first season of militari
You don't see any 3rd or 2nd place "winners" get a gold medal in the Olympics, do you?

Formations and Shield Interlocking
I think that doing interlocking formations would be a great idea. A member of TN mentioned this and he asked me to post something here about it. (Name, st. petertherock) where if you hit a button next to someone with a shield, it snaps you to a position right next to them (Whichever side you're closer to, or which ever side is open) this could allow for proper interlocking formations and doing things like pseudo formations and of that sort. It also would make things easier when walking in a formation as well!
My secondary thoughts where not only implementing this idea to shielders, but to formations in general! So lets say you have 7 guys in a battle and you need to get into a formation quickly. Someone initiates a Wedge formation and it highlights areas on the ground around the player (Where if you walk close enough to it and press a button it will snap you to the position via walking or something like that, where you're still attackable when doing that to make sure it's not exploitable) and they all are able to see that there's places on the ground they can walk up to and (pressing a button) be placed into. The other idea I had was being able to MAKE formations using different type weapons as the tile placing type. (Explained everything later)
My idea in a little more organised of an area.
Creation of Formations:
A GUI in the Main Menu that allows you to place "Tiles" that players can snap to in a formation, that also allows you to save them to use later in battle as a selection slot (Similar to how shouts and emotes work now, you'd press a button and come up with 9 slots that you can save and rename with the name you choose for the formation).
Iterating more on the tile placement of things, You'll be given infinite placeable tiles for each given weapon type, so you'll have "Shield" tiles (which allows anyone with a shield to be moved to that position) "Polearm", "2 Handed", "1 Handed" (without shield, or make it so 1h can be used with or without shields), etc. for each DEFINED weapon type in game. You will also be given 1 special tile type, which is the "Commander" tile. This tile is where the formation starts/is anchored to when you initiate the formation.
For game limitations only allow a 7 x 7 grid to build a formation on. Each tile represents 50-60 CM.
Usage of Formations:
After creating (or using premade formations) You are able to use the formations in battle using the N key (Or any unused key) and will have the option of 1-9 number keys to select which formation you want to initiate. (Set it like the emotes so you can only have a few formations per side) Once the selected formation is initiated and the formation is created with visuals on the ground around the player. For instance a "Shield Wall" that has 1h in front will appear blue for the 1h to go to, and have archers behind them appearing as yellow to signal this placement is for archers.
Once a player has been initiated to the formation they will auto walk to a certain point (probably fairly easy to do this actually, rotate the players character to the location in the world and have the character auto walk until it reaches it's destination). The character must be within 5-7 meters of the location to get into the formation though, for purposes of trolls breaking the game and all. As the "Commander" moves, the formation will move. If the commander wants the formation to rotate they must hit < or > to rotate the formation.
The formation should only be valid if the size of the formation fits inside of the location it's trying to be activated/moved into. If the formation is a 7x3 shield wall with polearms/archers then it obviously can't be activated in a corridor that's only the size of 3 tiles wide. (Or be moved into it, might bring up some problems)
How the people move if the formations move:
So this one is a little Iffy. My idea would be that the player will automatically walk to the location they're "Assigned" to, however I don't know how well that would work. Meaning they can jump and such, but that means they can't go forward or backward and travel at the same speed as everyone if they're in the formation, if they're not in the formation they attempt to sprint to the location. The player must jump if required unless there's a way to auto jump when needed too.
If the commander dies?
multiple "Commander" tiles should be placed, however if no "Commanders" are present, then a player has the ability to leave the formation (By pressing the same key as entering, or by pressing a differing one, depending on feedback) and going to the commander position (Possibly until the original commander comes back)
Can any player create/use a formation?
Hopefully, yes. If a random player wants to initiate a formation then they can, if there is another attempt at a formation and it's full/nearly full then the player with 1-3 people in their formation is disbanded to follow the "Main Formation".
How many formations should be allowed in a battle at once?
I think that a maximum of 3 formations per side is a reasonable number, maybe have it scale with the number of players as well.
What kind of modes should this be allowed in?
I think that any mode should have it, but just Field Battles/raids would be great on it's own.
I know this is a litteral wall of text, but I really like this idea and I hope many of you do too. If you have a question about it please mention me in OKAM discord @Ross the Great#8525

Change the way troops work for neutral fiefs
Long intro:
Battles for neutral fiefs are wierd. First of all they tend to lack defenders, but when they have them the fief is harder to cap than clan fiefs because the time allotted for the battle is halved (from 1 hour to 30 minutes), the good reason for this still escapes me. Furthermore, if the attackers lose (which they might because of the low time), attackers lose ALL remaining troops (in case of the TK attack some time ago, only 200-300 troops were actually killed but the remaining 600-700 simply disappeared) while defender’s troops instantly get back to their old numbers. This makes battles for neutral fiefs very “sudden death” - the rewards for winning them good but lose one and you lose a lot and gain nothing at all.
Proposed solution:
Change the way troops work for neutral fiefs. Have them generate troops over time (maybe 10 a day for the smallest fiefs) with a minimum amount in the beginning of a season (to avoid rushing). When the troops die in battle, it actually reduces the number of tickets in the fief on the map.
Effects:
This will result in:
1) No more neutral fiefs magically getting all their troops back instantly, which means you can grind them down over several battles.
2) No more “winner takes all” attitude with neutral fiefs, even if you lose you gain something (fewer tickets next time)
3) Neutral fiefs scale in strength during a season. Neutral fiefs will be weak in the beginning but harder as time passes. This would quicken the “neutral phase” while making them less of a target later.
Btw, this is how it worked in strategus and it worked well.

Allow payment of gold to reset stats, like it used to be
Idea is simple, we should be able to pay some gold to reset our stats, otherwise we can't really try out different builds to see which we like best. There also isn't really anything to sink your gold into at the minute.

Fix hitbox issues
Currently, hitboxes of weapons seem to apply from the middle of the blade to the tip. This allows weapons to swing through characters, shields, blocks etc. Fix the hitboxes by starting them at the base of the blade, not the middle.
Example (The most popular Okam artwork on steam):
Example video(Ignore the first problem, its the second one):


zoom in and out in the De Re Militari map
I am missing the feature to zoom in and out would bind it to scrollwheel just gives a nice overview and you could zoom in if you want to see things in more detail

Clan Symbols/Custom Symbols on Shields
We already have it for the armor. but how cool would it be to have a shield wal of shields with The Clan Heraldry instead of Plain/Plain with a Cross
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