Posts made by KB_somgom
Hi! Ubi! Nice to meet you. I am one of the users who likes your game. The reason why I'm writing to you is because I want to talk about Valhalla's ship system. As you know, Valhalla's ship system is fantastic! You can leave the raid with wonderful sailors, and it's possible to move faster than any other ship! Yes, that's all. This ship can only do that.
So far, ships in the AC series have had their own distinctive characteristics that cause differences from other means of transportation. It had a clear characteristic of why I should use this ship, whether it could be moved only at sea, or if it could be a sea battle that was clearly different from the existing land battles. But what about Valhalla? The only sea trip? This is an advantage that has no meaning as it becomes possible to teach horses how to swim. Sea battle? Ha. Where is the sea battle in Valhalla in the first place? Do you really think playing with sailors in the monastery is a substitute for naval warfare for you?
Of course, the typical naval battle that most people think of in this era is impossible. At that time, Vikings' ships were much smaller than normal ships, which can be found in the game.
But what I'm saying is that the use of the ship has become too small. There is no one else in the field who drags boats, and using boats to run in the raid will later make it much easier to ride a learned horse to the monastery and blow the trumpet. This indicates that the proportion of ships is virtually meaningless. Furthermore, this shortcoming will be more apparent because the ship's nature allows it to move only at sea and most of the Baljala terrain is narrow straits.
I came up with various solutions to this in my head. One of them was to strengthen the elements of battle. As you know, Valhalla's ships do not have any attack elements. The only attack element was the bow used by the player, and even if the enemy was nearby, the allies didn't jump in, they just sat there and shot at the bow.
So I thought of the 'tactical shooting' skill as a solution to this problem. This is an idea from the previous Odyssey vessel and Brotherhood, where players aim arrows and enter a 'tactical' state if they press a specific key that corresponds to an existing skill. Typical tactical conditions are 'air shooting', 'military input', 'flame bottle throw', and 'tinning tent'. First of all, in the case of 'air shooting', with technology inspired by Odyssey's Rain of Destruction and Valhalla's Banneret Siege, players shoot arrows with their options selected, and sailors shoot arrows in the air in that direction. In the case of 'employees' two members are removed from the ship each time they are used and the condition persists until the technology is released or the enemy is annihilated. The crew will protect the player from nearby enemies and sneak in from non-combat conditions to deal with a few enemies and engage in combat. The more crew members fall out, the slower the ship's movements are proportionally. "Throwing Flame Bottles" automatically targets and throws them in the direction of their enemies. Instead of having the longest cool time, this technology will burn the area in a wide range and cause great damage to the enemy. Finally, tent formation is a defensive and recovery technology that temporarily obscures players and crew when used, which is not accelerated and shotable by opponents within a certain range, and slowly recovers physical strength while inside.
These systems may not be very attractive initially, but I think they can help make Valhalla's ship system more attractive. In addition, I think that if we strengthen the trap elements of river raids and put in the system, the player will be much more attractive than the existing river raids and have more fun in Valhalla.
If you're a great company that really cares about users, I want you to take it seriously and not bury it.
Hello, I am a player who is enjoying your game. I was very interested in and liked your jomsviking system. Especially, I really liked the fact that the player himself could decorate the design of jomsviking, and he organized a party with his own jomsviking and attacked the monastery. But I think it would be a perfect system if a few more were added to this.
First of all, summon jomsviking freely at any time to help like an ally in the field. It's similar to the previous Odyssey's call to arms, but I hope it's more like syndicate's gang. I understand that during the river raid update, the crew's shield was raised and the ship's speed was temporarily increased. These skills were very interesting to me and although they didn't work much except for the river attack, I felt confident just being able to interact with our troops. Inspired by this, I thought of one of the skills that I could take by going up to the high tier, "When I blow a horn, I summon the designated Yoms Vikings to join the battle together." This is the same mechanism as summoning allies when plundering monasteries, but in certain places where it is impossible to summon allies, such as certain fortresses and cities, Eivor must fight alone and fight many troops. That's like the king of any kingdom! Of course, I think it's possible that you didn't put that skill in the balance level. However, if you go to the second half of the game, you won't have much trouble fighting alone due to your strong equipment and ability, and you won't be interested because there's not much to do after that. Just watching our troops fight can be of great interest to the player.
Second, summon jomsviking set by the player into the field to hunt the players. This is part of Odyssey's mercenary system, which allows players to present powerful enemy soldiers such as mercenaries by putting in their own customized jomsviking patterns of daughs of lerion, fanatics, and Lost Drengrs. If a player's set jomsviking succeeds in hunting that player, the player who sets that jomsviking will earn some money and fame, plus adding a reputation system to rank the players with the strongest jomsviking. This will help keep players from getting tired of repetitive game elements, and with the advent of new and unique enemy soldiers, players will be more and more interested in Assasin's creed Valhalla.
Finally, it gives the player's jomsviking skills. This is in conjunction with the introduction of the aforementioned second set-up jomsviking bounty hunting system, which will allow players to improve their jomsviking's combat capabilities. My idea is to give three power slots like an all-log mini-game, and to equip and train certain explosives such as the ability, poison, and fire that players use. I think deploying many different kinds of abilities will create mercenaries with their own patterns, which will easily reduce the difficulty of players catching jomsvikings. In order to catch jomsviking with a variety of combat skills, players will find it difficult to solve with the existing methods alone, and I think it will be a good experience to figure out how to beat the opponent in various combinations. I think Valhalla will be a great game to stand out more than others if the system is saved well.
Of course, there are obvious drawbacks to these systems. For example, if jomsvikings that pop out of nowhere surprise and unsynchronize a player who doesn't like the element, that player may lose interest in the game. For these players, it would be nice to turn off the system and turn it on so that they can coordinate so that they don't run into conflicts.
I have long hoped for a mercenary system like Middle Earth. It's not an enemy that can be easily caught like a small player, but a powerful enemy that fights neck and neck. It succeeded in satisfying me in the Odyssey and I hope that this mercenary system will be succeeded by Valhalla. I'd like you to review this matter. Thank you so much for listening.