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Gloria Victis Crafting / Housing Suggestions & Feedback

Hey Folks! you will find here a bunch of suggestions, focused on crafting and housing. Those are inspired by elements seen in other “GV-like” games, and based on community feedback.

Purpose of this document is to gather the information into a single place, to make it easier to communicate to devs, since the good stuff in official discord is easily lost in the spam. 

To help improve or add new suggestions, you can use the chat box here. Official Suggestions discord can also be used to discuss, i’ll try to update this document accordingly.

Leave a comment!

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Crafting UI / System Suggestions

Training / Experimentation

Toggled checkbox. When activated, materials will be consumed as usual, but no item produced. Instead you get extra XP (more than if you crafted + disassembled). Mostly a QoL change really to make leveling crafting a bit easier

Crafting mini-game

+1 to +6 crafted items bonus obtained via a mini game instead of random :

  • Every 2-3 sec a random event occurs

  • You have to counter event with correct reaction

  • Have X different events with their associated reaction

  • Every countered event gives item +1

 

Max quality obtainable is determined by your crafting level and the item level (this is basically eq2 crafting system)

Crafting Event (Inn, Harbor, etc)

Current system allows you to complete event twice, then you cannot get rewards for 2 hours (but can still complete other events).

Change it to a one hour cooldown, with a one hour duration crafting XP buff on completion.

Crafting Passives

Crafting passives allow for some specialization, with effets on a particular tradeskill. Could have a new tab into crafting window, with a skill tree where you spend points to buy perks – just like passive abilities – points would be earned by leveling crafting, and reset bought with Ambers / Glory.

Idea is to NOT prevent players from reaching level 100 in every craft : as it stands, it takes a huge amount of time and materials to max every crafting profession. This could be kept as it gives long term objectives.

But being level 100 would not suffice to craft +5/+6 items thought, the correct top passive must be activated. Could even allow for a small chance of +7 items if ultra specialized. 

Tailoring and Leatherworking

Weaponsmithing

Armoursmithing

Engineering

Cooking

Can craft +5/+6 items

Can craft +5/+6 items

Can craft +5/+6 items

Can craft +5/+6 items

+x% crafting chance

+x% crafting chance

+x% crafting chance

+x% crafting chance

+x% crafting chance

+x% crafting chance

increase farming and forestry resources gathered

increase mining and metallurgy resources gathered

increase mining and metallurgy resources gathered

 

increase farming and forestry resources gathered

reduce durability loss when using harvesting tool Y

reduce durability loss when using harvesting tool Y

reduce durability loss when using harvesting tool Y

reduce durability loss when using harvesting tool Y

reduce durability loss when using harvesting tool Y

This kind of system would allow to either choose one or 2 craft mastered (points spent vertically) or instead focus on the gathering part (points spent horizontally). In that example 4 to 8 points would be allowed.

Unleash crafting for casuals and pure crafters!

 
This part applies mostly to pure crafters and casuals. As the game is currently designed, crafters are being used as “pvp baits” on several -too many- situations:

Farming:

If you want to farm with highest ground quality you WILL risk being ganked, to mitigate this players mostly only farm into temples (close to no chance to get attaqued), guild castles (usually more chances to get ganked than temple, but still fairly low, plus gc get defenders). If you do not have access to those, then its either farm on lower ground quality (and spend twice the time/resources), or go to nations castles farms where the chances to get ganked are very high, and you are very unlikely to have time to get your grown products before it gets captured. Add to that you dont even get 100% quality, only newbies do this, until they get ganked… 

Overall, farming is still bearable, but only because you can quickly plant your seeds and run back to safety until plants are ready. But if you’d like to play it quietly and fully by managing weed and watering events then you have very limited options, and very likely to run into trouble.

Suggestion: increase ground quality to 100% in all pvp farm, then give us a private field down the road (with player housing) that can be upgraded a bit to increase quality up to 80-100%.

Add a farming quest repeatable, where you have to grow and harvest crops into nation controlled castles. That will give a purpose for farmers to go there while being aware its a pvp area and there is risk associated

Beast Leather:

So little source for this one, the most reliable one seems to be in newbies zones -while being used for higher tier crafting- with a very high respawn rate. Other than that its 3 (?) spawns all over the map, with very high respawn rate again.

Suggestion: increase avaliable sources (prefered) and / or reduce cooldown on existing ones

Wood:

Another one where crafters are expected to be free food while they farm materials. Althought wood is quite easy to get around. 

Suggestion: At this point it would make more sense and give more of a “real world” feeling to have wood nodes all over the wild (like herbs) instead of select areas. Make it a common resource and eventually add decaying to it. The highest tier wood could be found randomly near particular castles. Go away with the fallen trees model as well, and use standing ones. Those nodes would be always visible, but not always active (node cooldown) See this vid for an example: https://www.youtube.com/watch?v=XUpZHWEixcc 

Lumber camp would then become useless (apart from the crafting station which could be relocated to farm camps). It could eventually be replaced by Siege camps (those should be capturable, with a flag and allow respawn – but that another topic).

Player looting and crafting:

Having stacks of materials with you … is a bad idea. They get targeted quickly when you die, you can lose hundreds of materials on death, which can easilly be much worse than losing one or two top gear pieces. So you have to keep putting your stuff in (to save it) and out (to craft) of the bank, which is annoying as hell.

Suggestion: reduce amount of materials that can be stolen (its currently 100? 200?), or just let us craft with banked items.

Crafting Rework - Part 2

 
 
 
New – Gathering Skills : your level in the skill improves quantities obtained, just like it is already. When you mine stuff, you get mining xp, when you gather (farms, herbs) you get gathering xp. Nothing changes except those skills do not have recipes anymore. This also opens up new gathering skill like fishing.
 
  • Turn Mining and Metallurgy into gathering skill
  • Turn Forestry and Farming into gathering skill – remove butchering recipes! those are confusing since you’re usually more interested with byproducts than direct product, which makes it difficult to know how to get resources like suet, hairs, etc.
  • New gathering skill : skinning – requires skinning knife – replaces butchering recipes : when an animal is killed, it’s corpse turns into a “node” which can be skinned for raw leather and bones, suet, meat, etc.
New Furnace types stations :

To help going away with the looong crafting queues, and add more use to incoming personal housing (to store stations). Those would come with no heat management mechanism, and be more like “drop & forget” stations. Most would not use any fuel neither. Eventually.

  • Beehive
    • To craft Honey and Beeswax
    • Uses bees as fuel. Bees can be found randomly when harvesting any plant.
  • Tanning Station
    • To craft hide glue, tanned leathers, bowstrings, leather sacks, straps, thongs.
    • Uses beeswax as fuel
  • Carpentry Station
    • To craft handles, poles, planks, bark, wood billets
    • No fuel required
  • Loom
    • To craft canvas, threads, twines
    • No fuel required
  • Mortar and Pestle
    • To craft barley grains, wheat grains, fertilizer (bones)
    • No fuel required

Furnace UI Feedback

Resources

  • Tier 2 Guild Castles (Leaktown, Twinfall and Order of the Original Faith’s Keep) should have everything required to craft dziwer:

Nitre, Sulfur, Calcite Crystal 

  • Tier 3 Guild Castles (Audunstede, Skergard and Aquitania) should have everything required to craft dziwer AND bulat:

Magnetite, Quartz Crystal, Tektite

  • Siderite shall be found in temples and nation castles

Marketplace

  • Add filters for item tier (at least +5 & +6), unknown recipes, durability threshold

  • A button for relisting an expired item

  • A button to “Collect All” items (sold, expired, etc)

  • Average Market Price : quality is currently not considered: the same +1 item will have same price at +6

  • Add sorting by auction time left, quality, cold / hot food

  • Shift + click on an item could fill the search bar and automatically search for that item

  • Allow selling of items by dragging from inventory into marketplace window (just like we can sell to merchants by dragging)

  • Add Buy Orders

Food system upgrade

 

Currently, the highest your quality food stat, you more tend to avoid eating anything below this quality, even is that sometimes means not eating at all. The survival / realism aspect should mean eating very often to keep yourself in highest condition possible, not being picky and only eating top food. Currently, with max level food you get +25% HP/Stam regen and +5% max HP, this suggestion would not change value of those buffs, but they would be obtained differently:

1. Remove Food Quality and Food Quality Statistic (!) 

2. Add a new buff (well-fed, 30mins-1hour?) when eating high level food: HP/Stam regen 5% per level starting with lvl 6 food, up to +25% with q10

3. Food buff is now linked to your Food statistic: for each 200 food you get +1% HP/Stam, up to +5% when full

This is an attempt to give value to all food, even cold, as people would then eat just anything to keep “stomach icon” always full (and get +5% max HP/Stam), while keeping market value for high level food for the second buff (up to +25% HP/Stam regen).

Food Level678910
HP/Stam regen+5%+10%+15%+20%+25%

 

Food2004006008001000
HP/Stam regen+1%+2%+3%+4%+5%

 

Cooking & Farming

  • Auto stack of rotten food!
  • increase decay timer on farmed products, from 5 days to one or 2 weeks. This is to allow “casual week-end cooking” and reduce the stress of managing your materials timers
  • Alchemy: Add a low level potion recipe for crafting XP buff (equivalent of concentration brew)
  • Make fertilizing area of effect just like watering, and add a visual so we can see fertilized / non fertilized plants
  • let us see crops owner name
  • add player crops into my constructions window (and add decay timers in that window too)
  • Give herbs (the normal one) when weeding, as this one is required in large quantities in a lot of recipes
  • Mushroom: Increase yield when harvesting (currently 1)
  • show plant grow time on seeds description
  • reduce size of wheat flax and barley fields
  • Increase ground quality on some zones, the gap is way too huge in some cases. We’re talking grind time here: on lower ground quality (50%) you have to plant twice more. Materials gathered from farming do decay, and are used to craft items that decay as well (food & drinks). They can not be mass stored. It’s just penalizing nations with low territory control. At best, if your nation controls the right places, it is still annoying to run all over to farm properly.
  • add farming quests

Interface

Merged bags, with search and sorting / filtering options

When looting a player, functions should be disabled, and gear position randomized.

 

  • Equipment compare : to have tooltips of equiped item shown when inspecting an item of the same slot
 
  • A visual indicator on hotbar of currently equipped weapon
 
 
  • increased bank size
  • nameplates: more options! different icons to choose from (ie bar instead of shield), toggle for everything we want to see or not (name, guild, title, health status) 
  • Timestamps in chat 
Group leader only ability to place custom waypoints visible in map and open world

Right clic user from chat currently has: send message, mute player, report, copy message

Please add the options available from in world player click menu (except bandaging)

Housing

Idea is to turn guild castles into social hubs, with anyone being able to claim and build a house there (as long as allowed by guilds owners), by providing a personal place with various functions: decorating, farming, crafting, vendoring, respawn, bank. Population would then mostly hang in those area, and provide better and more pvp opportunities along the way.

 

Basement

  • Basement is an underground room accessible from your built house
  • If you do not own a house, your basement can be accessed from capital city – It would act as the first level of housing, to provide every player at least a safe room for whatever housing stuff they want
  • It provides some persistent housing: if your house is destroyed or moved, your basement would remain unchanged and accessible
  • Could easilly be instanced for better performances
  • Have an upkeep cost ? it should be very minimal if any – real cost comes from the actual house

Housing Plots

  • Housing plots are empty “square” predefined areas (just like a farm or mine, but much smaller) which can be claimed by the players. Plots come empty (think tier0 farm / mine).
  • One housing plot per account, can buy more with ambers ? you probably want to limit the number of houses out there.
  • Three housing plots types, those will determine the house type :
    • Farm : outside cities / castles. Have the most usable space for owner to plant and manage crops
    • Water : provide access to river / sea and a fishing spot
    • Town : inside cities / castles. Have the most usable space for decorating

House Construction

  • Building your house is just like building a nation farm / mine: first you build the basic version by providing materials (contruction bundles). Then it can be upgraded with more materials to add more usable space via stages and basement extensions. 
  • Engineers already have construction materials recipes (planks, nails, etc), those are used to build / upgrade / maintain houses

House Upkeep

All houses have an upkeep cost. This acts as a form of decay, making sure plots are made available if they stop being used for too long. This also provides a money sink and market opportunities for engineers. 

  • Money: every day a set amount is taken directly from owners bank. For Guilds Castles slots, this amount is set by guild owner and goes into guild bank 
  • Contruction materials: to maintain the house repaired.
If upkeep is not paid then house is destroyed and plot becomes available again. Everything stored inside house should go to “finished offer” tab of marketplace. It should be possible to pay at least one month in advance.
 

Blueprints

  • House type and furnitures position can be ‘saved’ on blueprints, which can then be reused on an empty claimed slot to rebuild your decorated home by providing all the required materials.
  • Since GC houses can be destroyed when guild castle gets captured, blueprint ensures players will actually be using their houses into pvp zones without the fear to have to redecorate everything. Same goes for storage chests inside houses which should be private and protected.
  • House Items & Furnitures (new engineering recipes!)
  • Beds, can be placed only into your house. Reduce alot food consumption when sleeping. Could provide a small xp buff when sleeping for a few minutes and/or be used as respawn / teleport point.
  • Exterior decorations, which could give bonus to farming (ie field quality) on farm type houses
  • Skins for interior walls! 
  • Storage containers : dressings, cabinets, drawers, weapons and armors racks, chests to store your stuff. Should be private so content cannot be stolen or plundered – aim is to address current lack of bank storage
  • Ideally any existing item could be placed into your house simply by dragging from your inventory into your house.
  • Signs, books, notes with customizable text
  • Crafteable Trophies : all animals corpses would have a chance to drop a “head” when being skinned. This head could then be used to craft a wall trophy. Same goes for fishes when introduced.

Fishing

1) Passive Fishing (rivers and shores)
Similar to excavation: requires a fishing pole, just go to any water spot and cast the line. Character will then afk fish.
Loot table would vary: materials (wooden logs, scraps, poles, handles, etc.) rusty worn gear (junk)
and of course fishes (lowest tier ones). Something valuable on rare occasions (like the aqua regia from excavation)

2) Active Fishing (open sea, requires boat)
Requires a fishing pole, consumables (hooks and/or baits) and finding a fishing node in open sea.
Cast your line to start a minigame (see bdo / archeage). Always gives fishes (no junk)

Caravans

  • Player trigger a caravan spawn into a city / GC, by providing materials. Broadcast message to all nations. The caravan will be shown on map (ie: blue circle event thingy) and slowly move to a set destination.
  • Could have the best runs only spawnable during SoW times.
  • Brigands will spawn on the way and attack the caravan, so it must be protected.
  • Can be destroyed by enemy nations, which also gets rewarded for doing so.
  • See Archeage system (replace backpack with caravan, seems more suited to GV) :https://archeage.gamepedia.com/Trade_Packages

Guild Perks

Guild Perks are special buffs which unlock / increase in power with guild level. Idea is to increase desirability of guild castles, as well as giving out incentive to level up guild.

 

Some examples of guild perks:

 

  • Better workers, which provide more valuable resources, based on the location of GC

  • Increase crafting chance of workstations placed in the GC and GC housing area (that is to replace current +3 workstations and let player craft their own stations – more on that later)

  • Allow GC owners to start  some pve event (maybe on restricted times?). Stuff like catacombs which will broadcast to all nations, and be visible on map

  • Caravans : GC would give access to the most profitable ones.

Misc

 

  • Armor dyes, crafted by players. Would fit in herbalist profession, making it (almost?) on par with armorsmith / tailor / weaponsmith https://youtu.be/qHOA_vTlFLQ
  • More light armor shoulders – there are only 3 currently (simple ailette, ailette and champion)
  • add some benefit for signing items – increased durability, custom text or something 
  • low level fur : replace beast leather by more common material
  • increase sources of beast leather
  • more craftable light shields
  • banners of allied guilds shown somewhere in guild castle, or even buildings dedicated to allies, with bank access
  • Items enhancements, crafted by players! (new engineering recipes!) : consumables which provide buffs for gear. when applied item durability is lowered. Duration one hour max. (you can reuse the “decaying” function for that one) Some examples : add +1 to the buffed item (ie +5 sword turns into +6), increase time required to loot buffed item, etc. Also, new animations when applying those (sharpening blade, fixing armor)
  • Crafting and Harvesting clothes or new slot (toolbelt?), with bonus to crafting chance / crafting time and harvest yields.