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

+2

Concerning Fief defence: If there atttacked have them surrender if they have little troops stationed (as in that bare minimum default), or maybe if the ratio os to high (1v4 odds)

Peedeoo7 6 years ago updated by Ramses 6 years ago 1

General idea is, as you mentioned, "it’s always a lower number than a minimum enemies attack with, making it impossible to successfully defend a fief", so what's the point of making it a battle if it's just going to be a slaugterfest? If they have no odds already?


Really what I'm saying is if they don't have troops stationed there before the attacking army arrives, why not have it declared a victory, after all it only had enough people garrisoned to ward off bandits, much less a organized force. Or maybe if that ratio is too drastic (lets say they put 50 extra troops and a full sized army attacked, outnumbered 3v1, they surrender.


All in all, if there is not a ample defense force there, just have them take it bloodless and have maybe a "short" version of raid where they maybe fight off a few bots (guards, not players since there army anyway) and cap O and scatter around some treasure chests for players to find or something. maybe better yet have a cut scene with the attacking "commanders" beside each other and raising there flag on some tower looking all heroic... idk.....


Regardless, please have the possibility of surrender somewhere.....

+2

Increase team hit damage

kaktus14 6 years ago 0

Right now team hit damage is on 40% if I am not mistaken. This encourage players to spam in the big battles instead of carefully aiming their hits. Which result in even more teamhits and also make 1vmany much harder. I am suggesting to increase team hit damage to atleast 60%. I know it might be annoying sometimes to get killed by a teammate but it will make the battles much more enjoyable and decrease the spam in general.

+2

Global player stats

c47 6 years ago 0

Global player stats, showed on Character screen.

Now we have only att/def wins from De Millitary


We need:

- Kills 

- Deaths

- k/d

- maybe avarage points per death (thats good especially for archers or weaker players that are hurting enemies but usually not killing them)


Only from battles (Re Millitary too).

Non counting kills/deaths/pts from 

- Arena (simply abusable and we will still have list of best players there, as I read)

- HYG (beacuse of bots)

- BloodBath (unless we will have that as third independent mode)



We could get Global Scoreboard too (top 100 in k/d with more kills than 100)

+2

Pvp in the wilderness

Vektis 7 years ago updated 6 years ago 2

In the dev log it was implied pvp in the wilderness might be aggravating for players trying to complete quests or other non pvp activities.
So why not make a certain area of the wilderness for Pvp only. With a warning before you crossed into pvp areas that warn you. You could even make it more interesting and have players lose a certain amount of coins on death or gear they're wearing. But if a loot system was added there probably should be a safe pvp area where nothing happens on death and a dangerous area where the items are dropped on death for the hard core players. I personally would love that. Pvp is way more exciting when theres a big risk

+2
Will fix

chat messages should stay as long as you type

Siegbert 7 years ago updated by Of Kings And Men 7 years ago 1

I like the new chat box in nightly but currently old messages disappear as well while you're typing a message. As long as you type you should see the whole history

Answer
Of Kings And Men 7 years ago

It's a bug, will be fixed.

+2

Camp sites/small outposts in Arena

Ross the Great 7 years ago 0

Now I know what you're thinking, "Oh another "Epic" suggestion" and that's both true and untrue. I think it would be cool to be able to set up a small "Camp" for you and your clan. Maybe you don't have to build it, (Like capturing it from the enemy) and this allows you to spawn here with your clan mates if you, lets say defeat all the bots there for the initial capture, then you decide to go off and raid someone else's camp for (Gold, loot, troops, etc.) and, Oh No! you come back to your camp and it's been taken over by a band of mercenaries!


However! You could also loose the camp to other players! A small clan of people could come along and raid your camp (maybe earn a little gold for doing it?) and they can now spawn there Allowing "Organised Small Scale Raids" to happen. 


If you want to build your own camp (In predefined locations, or where ever you want, up to the developer if building at all) you could spend X amount of gold for X amount of re spawns making a camp! Allowing basically a small scale "Raid" to happen. This will entice players to attempt to raid these small camps, and the defenders to protect them! This could be a game-mode in of it's self, King of the Hill if you will!

+2

Raid Mode End Screen

Emil 7 years ago 0

When the battle ends, it would be cool to see some animation at the end. Just something more exciting than the TAB Menu opening and a text showing: "you received 10 Troops for winning".
It could be similar to the animation in Assassin's Creed 4, when you have taken over a fort.


These animations could be:

If the attackers win: they are flying their clan's flag on the keep

If the defenders win: attacker's troops fleeing from the castle, defenders cheering


You could also add a killcam of the last kill, however I'm more in favor of the first idea...

 

PS: I know I posted this already on the forum, but I think it's better placed here.

+2

Have shields drop not break

Drakei 7 years ago updated 7 years ago 2

It is sorta unrealistic with shields breaking for a few sword hits.  I purpose that the shield not break but fall to the ground.  Once the shield falls then one has to wait a few seconds til they can pick it up back up. Instead of the shield health bar it should just be the player's grip bar.   This way you can you can take away an enemies shield but if you don't press your advantage you will have to face it again!

+2

Feedback on FPV

s478 7 years ago updated 7 years ago 0

First of all I thank you for adding FPV.

I tried playing in wave game mode.

Youtube video


It was difficult, but it was a lot of fun.
I like it very much.
and I have noticed one thing.
What I noticed was that the position of the camera was a bit high.
Because the camera position is higher than the head of the enemy, it may be necessary to point a little down when blocking.
I think that it will be a little easier if the camera position is a little lower.


thank you for reading. and sorry my bad english.

+2

Personal coat of arms

Siegbert 7 years ago updated 7 years ago 0

I would like to have a personal coat of arms in addition to the one provided by my clan.

It could be used in the barracks simply to identify your character


Image 10


And in the clan list so you quickly see who is who. It also brings a little bit of medieval immersion with it


Image 11


And you should be able to either wear your personal or you clan coat of arms on your surcoat for various occasions... let's say you play for yourself and don't want to bother with clan business atm and just want to look a bit different.

Or you're in a tournament where clan affiliations don't matter and personal identification is more important.



Image 12


+2
In Development

Darker nights (day and night cycle)

Siegbert 7 years ago updated by Of Kings And Men 6 years ago 1

Nights on maps that use the day and night cycle could be darker. You barely notice it's night at all, more like a blue tinted bad weather.

Answer
Of Kings And Men 6 years ago

Nights are generally darker in current nightly, also often with fog. Whole lighting system changed quite a bit.

+2

Voice commands get mixed up

Siegbert 7 years ago 0

When trying to yell half the time I get the "Follow me" command.

+2

Make it easier to direct your shield up and down

Siegbert 7 years ago 0

Currently you have to look way up to cover your head with a shield. It should be easier, either by giving it a higher sensitivity or let you automatically hold the shield higher by default.

+2

Player Diplomacy - announcements UI

Mara 7 years ago 0

A UI that features the accomplishments of players as a community and individuals for immersion.   

Regarding the activities of clans, players, and other events:notable things -
>> Clan Based : fief won/defended (identifying winner or defense in some way), milestones (clan size, fief count, troop count)
>>> Player Based : most kills in a battle, least deaths in a battle/ milestones ( title, gold count, troop count) 
>>>>Events - server count (when big battles happen ex: 32 v 32, 64 v 64 "on this date the armies of x fought an insert-adjective at name-of-fief forever shaping the history of okamradia forever") 

+1

Add fiefs/special locations between Kingdoms/Clans

Peedeoo7 6 years ago 0

Idea is simple, when there is a clan neighboring another clan, a fief/location is generated between. This is to encourage conflict, increase viewing distance, and diplomatic reasons. not to mention to make clans feel like each other are encroaching on each other's lands.


Simple (and practical) implication: Villages spawn between kingdoms alongside occasional towns/forts. This should be easier to implement. could be as simple as having .5 fiefs spawn at each corner of the kingdom (not limited to 1, so occasionally there is a bundle of fifes to fight over).


Additional/advanced tileset implication: Alongside villages we could have natural features or different man made places to seek after. I can list a many. Hey I say should be typically from 12v12 to 32v32 (that's the equivalent right?) events. Perhaps armies can even camp there. Now I fully expect this to be late game, but it sure would enchant the Militari to some extent.


Watch tower: Small location with a viewpoint over far away lands, which eliminate more fog of war than normal occupied spaces. Here it can be like field ambushes/open field battles, or a conquest, of 3 or less (possibly 1) flags. Imagine fighting on a mountainous location where on a small partly barricaded plateau lies a fairly large watch tower with room to move around inside of. there could be two paths leading to it from each side with ledges around the actual plateau. Think of having a flag on top and the surviving defenders, waiting for re-enforcements, desperately hold the staircase, or chokepoint.


Trade route: Think of a wide open paved/hard packed path which, before you arrived, teemed with merchants going about there travels. Here are several carts strewn about, and perhaps even campsites or a toll both/tax collection office. This could provide a small gold stream to a guilds/kingdoms treasury. Could be a limited conquest (3 or less flags) or classic army filed ambush until one retreats.


Mines/gold mine: This fairly large event (thinking that 32v32 scenario) could mirror the common fort defense missions we have, but here we have the setting in a much more unusual environment. Underground. Now I say we have the attackers take the above ground first few flags, and all mid-game to end-game fighting takes place underground/in the tunnel systems. All the way down to either a dead end, or a final room (garrison/somewhere) where they have to engage in some serious close quarters (but NOT claustrophobic combat), like the camera should always be able to move freely, even if it's slightly unrealistic that the mine ceilings were so high. The benefit of this location is a moderate to large gold stream to the guilds treasury and will diffidently be a valuable prize to take, and fight over.


Large bridge: This would have it so that troops will either have to take a lengthy detour to attack a opponent, then send a invasion through this critical point. This should be a large (big element of the map, maybe 64v64) wide stone/wooden bridge over a vary large river with some nice rapids for scenery. with a nice cobblestone/dirt path leading though it with perhaps some rolling hills. This battle should be fought mainly through brute force of the armies at full force head on facing each other and not spaced apart everywhere. This should lead into some head to head combat that our players usually don't encounter. with perhaps a flag before, middle, and between the middle and the start (or just flags only on the bridge itself). The feature of this bridge is however is that it can deny, or allow entry, into areas/your kingdom. Like say your KOE and you want FCOR to travel freely, they can. But don't like TKM and TKM will have to forcefully take this area to pass. Also would auto-disable clans passage if they attack one of your fiefs. Like if they target your land, there army will have to go through this "ambush" on its way to your castle.


Natural features: Like prime building locations for new fiefs, possible bridge building point, possible future mine, hot springs, ruins (expedition parties? like skirmish, but you have to survive the whole way to a point to get treasure/complete objective through traps/npc's?), caves, vantage points (lift fog of war)/other general interesting locations.