Servant Hunts For Solo Games
While fun, the solo aspects of the game are hindered certain aspects. Mostly, the servant hunt timer. I have two ideas for correcting this:
• "Offline Progression" server setting. This setting could be interesting, simulating time passing even while the game/server is offline.
• "Servant Hunt Modifier" server setting. Basically, a modifier that makes the Hunts go faster or slower.
Yup, we play on our private PvE server.
And all the hunts around 8h are hard to handle,
let alone the 12 and 24 hour ones...
Adjust the servant hunt duration to tick while server is offline. Add a setting in server creation to adjust the timer for Hunts. Or increase Servant hunt rewards to make longer durations more meaningful
Servant Hunts can already be made shorter, at the cost of less resources and less success.
Why is a game server going offline for a prolonged period? are you referring to your own hosted server on your PC?
This is a copy of the discord post from #v-rising-feedback, link:
First of all, thanks for developing this nice game! I'm enjoying a private PvE server with some friends and partially because I disable the server when we're not playing the servant raid times feel very long (excessively so). I know I can adapt the loot table to drop more loot, but this feels a bit like a incomplete workaround as we'd still be waiting at least two hours if we take the maximum chance of things going wrong.
Therefore I'd like to request a server setting giving us the ability to change the time lengths of these raids (and possibly the recuperation period for servants).
With kind regards,
Please refer to the discord thread for further clarification if needed!
With kind regards,
In a private solo game the servant hunt progress stops when you close the game, which is a pain in my view if you only have like 2 hours time to play on any given day. If possible, the hunts should continue to tick down while not playing the game, probably using the OS internal clock or something.
...Yeah they can be made shorter at a cost, but that's punishing to the PVE player who can't sit around and wait for 8 hours. It's fine for always up servers, but for private games it's incredibly difficult. My friend and I, two people, don't merit setting up a dedicated server.
(This suggestion is rather long and detailed, so once approved, I will go more into detail down in the comment section)
This is from the perspective of a singleplayer that focus on private server play. My suggestions would however not penalize online play.
The timer on the servant hunts feels overwhelming long, especially for singleplayer, as the timer keeps going while the game is running but stops once the game closes. Combine that with the 2, 4, 8 ,16 and 23 hours hunts and it’s easy to see how this more or less destroys the meaning/usefulness of hunts for singleplayers. Add to that the RNG of the injury-system that also follows Realtime in hours and the hunts system is extremely punishing for singleplayers.
In short, my suggestion includes changes regarding:
From Realtime to in-game days
Injury chance based on days
Loot/Yield based on days
"Send-out and return" from missions
"Servant hunt improvements (offline- and online)" (suggested by Neroxic on 2022-06-23), including upvotes (1) and comments (0), was merged into this suggestion.
Considering the long length of servant missions (up to a day), I think it would be nice to add a setting in the ServerGameSettings.json file for reducing this for solo players.
Truth be told, the servant mission hunt can actually be fixed for solo play. Instead of having a clock timer you just need to change it to an event that ends at a set time and when you start the game again and log into your private local server it checks your local time and see if the mission is done and calculate the results. Easy peasy.
Eg: you start an 8h mission at 14h27 (local_time), you know it will end at 22h27 that day. If you close your computer and come back later it will just check the local_time again and see where the mission progression is at and, if it is complete, calculate the results accordingly.
Running into this issue as well in my private co-op game. Wish the timer could tick while offline. I've been told a fix is to convert our private server into a dedicated one. Will try give it a go for now.
I too would like to see the timers tied to the in game days rather than a real time clock - the servant hunts are entirely useless in a private co-op or solo game with the time requirements.
As a general comment, I'd rather see the servants used at home in a castle instead - equip them to "work the furnace" or some such for increased yields. While the idea of sending them off on missions is alright, it's currently not very exciting or useful since it both takes so long and is resource heavy to manage.
A simple solution would be to turn the quest into an event, as someone suggested above.
But not taking the start time from the local time, but from the Steam API or another not local time service, to avoid the trick of changing the local clock and making the mission instant.
When starting the mission, take the time from the Steam API with the function SteamUtils.GetServerRealTime() or some other time service like NIST, NTP pool or WTS and check at game start and in predefined intervals or merged in the actual servant system the elapsed time with the same function, so if the local server stops, when we log back in the effect would be as if the server was dedicated and the whole system of servant not need to change, besides this simple time check, making the servants system equal as if the server was dedicated with no diferences to the online results.
Hope this help.
Just ticking while the user is offline (as a server option) would be very helpful.
Chicken Chaser Merged
It takes the servants horrifically long just to get some supplies I could get in 1/10th the time.
Can you please shorten how long it takes for them to go on a mission?
Missions take way too long when you create your own local game. Mission time is based on server time and shutting down the game stops the timer on you locally generated game. I nearly finish the game until my first servant missions conclude!
Here comes my earlier mentioned suggestions in more detail (spread out over 4 comments due to much text):
(Based on the default day/night cycle of 1080 sec)
Change hunts from Realtime hours to in-game days:
2 hour -> 2 days
4 hours –> 3 days
8 hours –> 4 days
16 hours –> 5 days
23 hours –> 6 days
By doing this, the shortest hunt will take 36 min and the longest 108 min (actual gametime). It will make it so that private servers (offline play) can have a use for hunts while playing. And, since the days keep running indefinitely on online servers, this change wont effect online players.
2 days – 30%
3 days – 30%
4 days – 20%
5 days – 10%
6 days – 10%
Follows the same logic as before but with some tweaks, short hunts = increased risk of injury, long hunts = low risk of injury. This combined with the cooldown/injury system can be used to balance how rewarding/punishing hunts can be.
(See next comment for suggestion on cooldown/injury system)
Cooldown/Injury: 1 day
No matter how long the hunt, the injury is 1 day. This takes away the RNG that can be extremely punishing. This combined with the injury chance, the player now at least will have the possibility to take a calculated risk between 10 – 30% of a 1-day cooldown after a hunt for that servant. Even this can be tweaked of course to have longer cooldown for shorter hunts for example. BUT I do believe the injury chance can be used to balance this instead of increasing the actual cooldown.
(See next comment for suggestion on loot/yield)
2 days – 1.0 (10 lumber)
3 days – 1.5 (15 lumber)
4 days – 2.5 (25 lumber)
5 days – 3.0 (30 lumber)
6 days – 3.5 (35 lumber)
This is just an example of how the yield would increase/multiply with each stage. This can in turn be tweaked and balanced and is in no shape or form what I suggest the yield SHOULD be set at. In this way, the longer the hunt the more rewarding, and you will yield more form a long hunt than from many short ones (1x6 days vs 3x2 days for example). This includes the best-case scenario of NO injuries AND the worst-case scenario with injuries.
(See next comment for suggestion regarding "send-out and return" for missions)
Send-out and return:
(Based on default setting that days start at 09.00)
Hunts are now planned instead of starting right away. This means that you can command a servant to preform a hunt, but the hunt won’t begin until the start of the following day. For example:
Hunts start at 09.00 and finish x days after at 09.00. This makes it so that the player easier can keep track on and plan their hunts using the games day/night-system. Anytime during the day/night-cycle a player can plan/command a hunt for a servant and know that the servant will be sent off at 09.00 the following day and always return at 09.00. This even gives the player the possibility to “change their mind” during the day before the servant gets sent off, if they so wish.
PS! Worth noting is that the injury-system also follows this “start of the day” logic. If a servant is injured, you wont be able to plan/command a hunt for that servant for that whole day (depending on what the cooldown is set on).
A setting to decrease the duration of servant missions would be great. A lot of people play this game co-op on a non dedicated server. Which results in you not getting a lot of use out of your servants.
the minion mission timer should continue to run while offline. It's ridiculous for it to take 22hrs of actual play time for a mission to complete.
Rooibos / C.M. Admin
"mission time should continue while offline" (suggested by will on 2022-08-05), including upvotes (1) and comments (0), was merged into this suggestion.
Rooibos / C.M. Admin
"Servant mission timer setting" (suggested by BlueVulture on 2022-06-23), including upvotes (9) and comments (3), was merged into this suggestion.
Rooibos / C.M. Admin
"Server setting for servant raid duration" (suggested by N. on 2022-06-20), including upvotes (3) and comments (0), was merged into this suggestion.
Rooibos / C.M. Admin
"Servant Hunt Duration" (suggested by Clown on 2022-06-13), including upvotes (11) and comments (1), was merged into this suggestion.
I just want to add to the echo chamber of people that don't have the luxury of being able to play online -- I work a loooooooot, so playing online servers for games like this, including ARK and Rust, have never been fun for me because it could be days before I get to play again, and often times, I'll come back to a raided and pillaged base.
It would be really amazing to have a private game option allowing Servants better functionality when you are not running Online.
Finding a level 100% servant is soooooooo hard. I have over 300hours played and i can count on one hand how many times I've found a lvl 100%. Please up the occurrence on PVE servers.
I find it disturbing you say this in your FAQ
"Is it possible to play the game solo?
Yes! V Rising is designed to be a fully enjoyable solo experience, meaning you can take the game at your own pace if you like."
And yet have the current implementation of servants in the game making them utterly useless when playing solo
The suggestion from Neroxic actuallly makes senss, but you should expand upon this to all 'mobile online timers' current in the game, like creating a servant, castle decay time, horse timers and so on and so forth
Going to plus 1 this one. For private hosted servers and single player games the servants are not useful. By the time they get back from the mission the need for the resources will be nearly over. All the work to get them and then you only get to use them one or maybe two times. Needing to AFK is not a great solution. Dedicated server is overkill for a game with just my partner and I who just play on the weekends. Would be really nice to add a setting will modify the max duration for missions.
Suggestions in order of how practical to implement and not break game balance:
Multiplier setting that can be updated for duration of missions
Neroxic suggestion of game days rather than real time
Offline time counts toward mission time
Pay with blood essence to speed up mission (you get a whole lot in single player games as the castle decay is never an issue)
For people who play locally, time only runs while they are logged on. Maximum hunts take like 24 hours, so you can see the problem that arises here....
"Add an option to speed up the hunt time of servants" (suggested by Yes on 2023-01-05), including upvotes (1) and comments (0), was merged into this suggestion.
Yes, would love to see the timer on servants reflect game time not real time. Obviously, it would be longer than 24 hours game time but really no servant hunt should last for more than 2 hours or so real time.