Welcome to the official Of Kings And Men feedback page


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

+3

first person view sounds are weirdly located

Siegbert 7 years ago 0

When walking in first person view you're hearing your own steps as if they're next to you rather than your own. It's making me paranoid

+3

Bastard swords should go with shields

Siegbert 7 years ago 0

^

+3

Water mechanics

Emil 7 years ago updated 7 years ago 4

After blood, horses and other more important features, I think it would also be necessary to add some water mechanics, as currently its just as if the water wouldn't exist when you get in. 

These mechanics should include:

  • slower movement when in shallow water
  • dying when under water
  • water movement, when you touch it
  • evtl. ability to swim: toggle button to change from running mode to swimming mode, which costs a lot of stamina, depending on your armor.

would need some time, of course, but for immersions sake, it's really necessary!

+3

Perpetual Death Match entry-

Mara 7 years ago updated by Malecar 7 years ago 1

A massive problem I have encountered in NA East from returning and skeptical players is that they enter into the game and STILL see the same empy game. 

While there may have been people who are in battle at the time, this first impression is understandably very poor for some how have already lost hope and require some real bait.

Now the current lobby map is very pretty and all, but as a first impression place it really lacks a punch.

That being said, why not make a first impression a real punch: INTRODUCING PERPETUAL DEATH MATCH ENTRY


this idea is to make it so that as soon as any player pushes "Fight" from the barracks, they are brought into this "lawless land" which could be the new free for all map. They will be literally thrown into the fray and see that there are actually population running around!

Now obviously this will be confusing hectic and possibly scary. But lets be real here: that is what made those of us who stuck with the game stick with it because we felt that UTTER CHAOS in our first conquest circa august 25 2016.


I want all new and returning players to experience that same rush! 



And you might say "well thats not really feasable, fair, salt salt salt" but then why not make it somewaht objective based?

Add a pop up when pushing fight like in fallout or something "you are about to enter the lawless lands where you can be attacked and attack anyone. in order to reach the stronghold from this area, look for the "NPC" guide (a guard near the fringe of the map that lets you get back in.... to avoid being killed, there is a safety zone around the fringe of the map.)

-OR-

you could even give the option outright to let players over lvl 20 to be able to "skip" the lawless lands and be "escorted to the stronghld" by their trusty npc guard. [ this is all UI ]


I don't believe that coding wise this is extremely difficult. just tag the value that brings "fight" into the lobby and make it just go right into FFA map. Add a safety zone to the map and put an npc to it. then add a UI popup.



- personally, i think its unfair to the devs that poor first impressions still occur due to the perceived low population count- 

That being said, maybe change that pop count too... 3 people in a server is NOT medium, and 5 people is NOT high.


+3

Just some little things

c47 7 years ago updated by Of Kings And Men 7 years ago 4

1. Running icon on/off (when you have sprint toggle enabled).Or always set sprint to ON if char is not running when hitting shift.

No more wondering if my char will or will not sprint (after hitting shift few times)


2. Slower movement in water - obviousness


3. Loosing hp under water (by percent, all in 3s or so)


4. Slower movement up hill 

As I can see the speed is counted on X and Y axis, without Z. You can go same distance faster when up hill (bigger angle - faster) than on flat ground.


5. Attack while sprinting only when mouse button is released not just pressed. So you can set your stance more precise or change it (don't need to show it on animation while running - so it will be simple) and - what is most important - you will not attack when you don't want to (easy to make a mistake now in compare to normal fighiting) 

+3

Remove delay after 1h blocks

Siegbert 7 years ago 0

When playing with 1h (and shield) there is a delay after a successful block that doesn't occur when fighting with 2h weapons. It stops me from effectively counter attacking which is why I'm using RMB shield block sometimes as it allows me to attack quicker.


Right now it's too easy for 2handers to spam shielders making it an undesirable choice of weapons.

+3

Visual change for team points in hud

c47 7 years ago updated by Siegbert 7 years ago 1

Sometimes its pretty hard to see how many points team has.

Simple change could make it visible better.


Image 6

+3

Visual break down of the shield / shield health bar

Siegbert 7 years ago updated 7 years ago 2

Shields should visibly break down and/or have a health bar so you know in advance when your shield will break.

+3

Siege: moveable wodden walls

Crixus 7 years ago 0

small wooden walls which can be moved by one person and covers up to 5 people. They are destructable

+3

Dismemberment

Heady 7 years ago 0

Make okam great again

+3

Animation overhaul

Siegbert 7 years ago 0

Certainly not high priority but all animations still look very wooden, especially running, jumping and the way your weapon snaps back when your attack was blocked.


Would be nice if it could look more natural at some point.

+2

Additional bot classes ideas.

Peedeoo7 6 years ago 0

Simple concept, suggesting additional bot types to fill out the rosters of available opponents.


Mercenaries: Somewhat heavily armored infantry units that can be found using a variety of moderate quality weapons. Specifically things like war scythes, classic one handed swords, and will be found using a rich variety of weapons, but no spear and shield. They have moderate fighting abilities and balanced stats. They wear things like  having moderate protection helms, like kettle hat, moderate chest pieces like scale vest with leather shoulder, long sleeved mail, alongside lighter gloves and lowers, and occasionally no helms or gloves.


Special: Fight dirty, they will bash and kick opponents.


Rangers: Like scouts, there ranged units, but a more engaging and difficult variety. Possessing more moderate, but light, levels of equipment. Like wearing things like Mongolian laminar, byzantine laminar, chain armor, padded pants with schynbald, maciejowski helmets, marsleben helms alongside varied lighter gloves. They tend to favor bows, and know how to use them. They posses slightly higher movement and attack speeds but balanced other stats. They favor parries in close combat with good footwork, as there skill is higher than a fair bit of units. occasional bashing and kicking included.


Special: Ranged approach, these archers are no cowards and will continually approach opponents while they fire away at opponents, hopefully wearing them enough to easily take them down in combat, and will draw swords early when close to there opponents. 


Heavy crossbowmen: rare units (almost as rare as bosses?) that posses heavy armor and either a hunting crossbow or a heavy crossbow. They are vary patient marksmen that are sure to cause problems when massed. they have vary low attack and movement speeds, higher health stats, but make no mistake, when they finally fire, they pack a wallop of damage. When engaged in close combat they prefer a defensive stance, and try to block many attacks mainly waiting for infantry assistance, and do not chase when disengaged.


Hoplites (or medieval equivalent): carrying a spear and shield they rely upon other bots for support. They try to circle lightly and purposely keep distance between there foes and will back away when there opponents get too close. These units typically are gifted with moderate, but slightly heavy armors, and have a fancy for pointy helms, like the conical Greek helmet, and large protective shields.


Dualists: Young, cocky, but ultimately inexperienced noblemen that have been taught in the elegant arts of swordplay, and not the harsh realities of the battlefield. They tend to bare, typically light, but sometimes heavy, elegant armors encrusted with gilding and color, and a fair bit of them let there face feel the fresh air. I think maybe a fancy re-enforced red gambeson could look fantastic. They tend to go for advanced swordplay arts like parrying when the time is right, bashes when appropriate, sped up attacks (like how you turn while hitting to increase attack speed artificially) and somewhat impressive swordplay and footwork, but watch them back up and shrink back when struck, be surprised and stunned from kicks, and not fine tuned to blocking unorthodox strikes. typically wielding one handed swords, targes, and two handed swords. Usually, there harder to deal with that normal solders. They posses slightly higher movement and attack speed, but lesser health and damage. A rarer unit on the battlefield.


Special: Call attention, when they are struck in combat they may call for help for other bots, and if you want to increase difficulty they could summon up to two additional units (spawn, max) if not taken care of quickly.


Special x2: Dualist lunge: They rush towards there opponent, and if they have a clear line of fire, they do a jumping lunge (stab/other) towards there opponents as a possible first attack.


Men at arms/militia: A step up from peasants, but not by much. typically they posses little proper armor and the parts they do have, is well, light. Expect chainmail shirts, light helmets, and little else. And weapons to be from ramshackle to lower end military equipment. Maybe if there lucky they might have one quality piece! They can block... somewhat, they attack.... predictively, and are otherwise, mostly what you expect. Since they have minimal training they do have slightly higher stats than said peasants, but nether less, fall down easy.


Here on out are a few bossbot ideas.


The Sniper/Specialist: A special operations unit respectively of his day, possessing a unique set of light armor, specifically a black suit of gambeson with subtle hints of additional armor underneath, with a mostly black hood or hat, and gloves, but occasionally forfeiting the hood for a full head of hair. alongside his padded pants. A ranged unit at heart with his own signature instrument of ranged weaponry. He takes a while to shoot, as he gets the shot just right, and nearly hits every time. When you come near he is like the assassin, but not some hedge knight hoodlum, but a true master at his art, coming with maxed out stats (yes movement, but only high health) and vary lethal close ranged combat to be feared.


Mercenary captain: The battle hardened leader of a mercenary company (when he spawns mercenaries tend to spawn more), comes equipped with heavy armors, perhaps a black cape or gilded piece, and a nasty attitude. Fights as dirty as it comes with his sword and shield in his hands. Coming in with maxed stats, and vary slightly higher movement speed.


Royal vanguard/royal knight: A alternative to the mercenary captain, this righteous battle hardened unit comes in like a medieval tank, wielding a morning star and shield in hand. He comes bearing the special armor from season 1 of the militari, and is rather overbearing opponent. Comes with expected maxed stats. However has some advanced skills in combat, like Nibbs's spin attack (hold stance lock and spin a entire rotation and let go) to deal with circling opponents (maybe just the 180 version) and heavy shield bashes. May occasionally spring and use a overhead/side swing where he jumps down with a heavy attack. Though may not be useful, but I should add a intimidation factor.


I hope you like a few of these ideas and did not waste a few hours.


Feel free to post a few below.



And no, no Peedeoo7 bots, as they would only team hit, and pinprick, there allies.


I should know. I know some cheap players might like it tho.

+2

Synchronize game rank with forum rank

Chralex 6 years ago 0

The title says it all. 


There are several positives that can be gained from implementing it.


1. It would be beneficial for large old clans who wants to show off their members,

2. It helps people keep track of each other's progress as well as their experience level in the game, when they have to consider feedback or a user's text they can better estimate their skill level and game time.


It should be a relatively easy task, a junior developer or a developer trainee should be able to do it. So the next time you get a new developer who needs to get into the loop / learn the ropes, he/she could learn something about your database structure of both the forum and the game, possibly also some server code or a separate synchronization agent.


The feature isn't that important, but it is the detail that makes an experience great.

+2

Remove Attack Speed and Movement Speed stat

Brim 6 years ago 0

They impose a huge balancing issue and have tipped the scales in the community for a long time. Gear and weapons already have stats that can be balanced, but with other factors introduced from attack speed it makes most weapons stats mute. High attack speeds are very evident and broken, higher attack speed not only allows someone to have a faster swing; they can return to the guard state faster as their swing is shorter time wise, and bad blocks have less of an effect.


With movement speed, much of the combat in this game is actually dependent on movement. Often the person with the highest movement speed will win, and that is because it is near impossible to keep someone from circling you even when you match their direction of movement. 


I understand that the reasoning is that, someone with higher movement speed and attack speed has less health, but with armor health stat becomes less noticeable, and damage stat doesn't matter if you can hit your opponent over and over because your speed far outmatches theirs. The game play would be much more balanced across the community if movement and speed augmentations were removed and instead these stats rely on gear.

+2

Combat: Attack and Movement Overhaul

Brim 6 years ago updated 6 years ago 1

Combat:

Player movement: The movement in game as it is for combat can still be further refined.
     Slowing player movement speed down and instead, and implementing a quick-step function to lunge in any direction to avoid attack or to step in and out of attack range might improve the overall experience of each fight. 

     To mitigate any abuse of the quick-step, attacks initiated during or prior to quick step could be slowed down for the duration of the step, giving the opponent slightly more time to react. 

     This would reduce player circling tactics and replace it with quick and well timed movement that don’t focus on out circling opponents.


Sword movement: There are a number of optimizations that could be made in regards to refining the combat system. 

     In some ways the turn rate of the player while attacking as abused, by turning the screen while attacking to decrease the reaction time an opponent has to block. This effect is especially evident for players with high ping who may see the attack and attempt to block but are unable to as they are hit before their guard has the time to change. 

     The turning speed of the character can be reduced while swinging, and especially while stabbing with any weapon to limit how far they can turn, and how fast a player can turn their character while attacking.


Gear:

Gear durability: Gear taking damage over time through use, diminishing its effectiveness, and having to pay to fix it is a good way to for players to spend extra funds (Jericho’s idea).

      A way to include the community and give players extra tasks in-game would be to create a system in which players can repair their own gear in some mini-game-ish way.