Hey there just to let you know even though this has been awhile the devs mostly reply to the discussion forums on the Steam app or on the Steam page. This site might get more use if people start to use it.
My first suggestion would be to verify the game file through steam. You can use this tutorial if you don't know how. https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335. If that doesn't help I would try rolling back your driver to see if that was the cause of it. Lastly I would suggest deleting your local data files for Kings and Heroes. You can do this by going to your AppData folder under current user and delete the Archon folder in there. That should force reset some settings on your end and may allow you to finally load. The AppData folder is hidden by default, so you may need to go to your folder options on the computer and enable the show hidden files and folders option.
i wanna have. I really like that kind of idea that you have the opportunity to raid the open world for some special items... it would be great when there would be some secret bosses and stuff that drop unique items, also when they all have a own difficulty so everybody can farm some items, and some are only possible to get when youre in an endgame group. It would be nice to be able to get some awesome cosmetic items like pets or mbe special colors, a title or smt like that.
Thank you, I am very happy to be here given how much this game looks like a great way to connect and really give a meaning to your own story.. I love the concept of the gypsy rolling your dice and the tarot cards in the beginning; id love to see more of that type of functionality in this game.. Perhaps having your fortune read and randomly choosing a card to dictate a certain task (hidden) or perhaps a buff or debuff .. But I digress... I am waiting on the last 8% to be downloaded and I hope to get in and play soon.. Great Dev videos btw
Trash mobs (you know this guy you rek and dont even know why you dont just ignore them) have a chance to drop runes. Only trash mobs drop runes and every enemy has same drop chance and can have white green blue purples and mbe. red drops. Then there are like 3 different types of runes with like 15 slots (drop from Archers, Clerics and Mages) 10 Slots (drop from Rogues and animals/monsters etc.) and 1 with 3 slots (drop from tanks). Of course the higher the difficulty the higher the stats. The runes could have different Stats like Health, Range Power, Atk Power, melee Power, Crit. Atk speed etc. . Every Character would be able to have like 3 Rune Pages you could swap around like you want so you can optimize your gear for solo play, group play etc and always improve the stats you need atm (more tankyness? More damage? Movement Speed? Just do it!). This Way you would also get a use from killing every foe running over your way and dont just stealth rush the bosses. Almost every player would be able to make a steady progress and you can get rewarded for every mob you slay( when you have good gear and some money, slaying Trash mobs is useless since there arent paragon level or anything).
Enchanting is coming. The first pass is going to be rebalancing all of the classes and abilities, which you should be seeing in the near future. That should also include the first pass at updating items. Crafting updates will probably come after that, and hopefully enchanting can be included. It's tough to nail down a brand new profession until the base classes are balanced and tuned properly.
And I hope I don't get in trouble from John for saying this, but work on enchanting has already been started and it's something I'm working on (along with a bunch of other things).
What would be great is a discussion specifically on enchanting. Questions to think about would be:
Should enchanting be for all slots, or should it only be for select slots?
Should there be many generic enchants, or fewer, more impactful enchants?
Would there be multiple ranks of enchants?
How would a player gather the materials needed for an enchanting?
Should you only be able to enchant your own gear, or should enchanting create an item that can be traded and applied to an item?
Should there be variable qualities to enchants like there are with gear drops?
What kind of enchants should there be? Should it just be flat stat increases, procs, new things?
I'd love to see the non-primary stats take on a larger role, but currently the randomness is an issue.
The theoretical all 18 roll vs the all 3 roll (granted no one would accept the all 3 roll), the issue is simply in the number of raw stats each roll has.
My suggestion is either to create pre-determined balanced rolls, or alternately allow each character to distribute points (removing some here, adding some somewhere else). This allows an even distribution of power and the player is allowed to determine how they wish their character to perform.
The fact that the racial modifiers do not exceed the 18 cap is also an issue. In a point distribution model, this is less of an issue as the modifiers will always have some benefit.
As it stands the rolling for stats is simply begging for players who are even remotely interested in min-max to sit for hours rerolling until they get a stat distribution that is perfect, or as close to as they can get.
Even if the stats do absolutely nothing, this will still be an issue because it will always be perceived that they do.
Thanks for the feedback. It sounds like it could be fun. We are working on tuning many things at the moment to make the game better overall. Once those are completed we would love to look into additional game modes.
I don't think the team that is holding a capture point should respawn within the same capture point. There should be some lag time between killing them and them getting back to defend. There needs to be some kind of window of opportunity to make a large chunk of progress on flipping a node if you wipe the opposing team.
I'd like to see some physical objects looked in in relation to Wall Run. I was unable to run up most of the vertical structures because there is a lip at the top. Kind of mad that I can watch Rangers zip lining through windows or Clerics hovering between nodes, but I can't run up a wall.
Door Health needs some kind of balancing. If I'm attacking an undefended keep then it shouldn't take me very long to bust down the door and take the node. I also think the the overall door health of all nodes owned by a team should decrease for each node owned as well as over time to prevent stalemates.
I would like a way to ping my location to alert my teammates. It would be great if there were multiple types of pings like a moba.