Concerns for Monsters:
Wolves: They move fast. Too fast. Too, too fast. I realize that wolves are quite fast on their feet in real life, however I find it painstakingly annoying to have to run away from them whenever I want to go somewhere, ultimately having to log out with characters that do not have the skills to fight them off. I have one character who would be able to fight a wolf, but he died and lacks funds to replace the lost armour. I realize I could take the several weeks it would take to acquire the necessary skills to kill wolves easily, but with all of my characters? My characters range from decent, to total noob. I think that I have a fair understanding of how newer players would feel, along with others who have (or have lost) a mediocre amount of possessions.
Goblin archers: Only real concerns are that they seem unaffected by the mountains they walk and that their arrows are quite powerful. I understand that if they live in the mountains, they should be unaffected by the terrain, or much less affected, but generally elves have a tendency to live in forested areas, or at least are more knowledgeable of them and yet elven characters do not walk faster in forests, nor do orcs or dwarves in mountains.
Bandits: They can steal literally while attacking you? At least, that's how it seems. I would like to know how you can be evading blows, stabbing someone, and reaching into your coinpurse all at the same time. This seems like it needs some rethinking.
Concerns with skills and related:
Grapes: It now requires a harvesting skill to acquire grapes from vines? This seems silly, as it is very easy to identify a grape from another berry. Various herbs and needing herb lore to understand which plants are which? Certainly! However, when I pluck an apple from a tree, I know it is an apple. When I pull cherries off a tree, I know I'm going to get cherries. If I pluck a grape, I know its a grape.
Simple daggers: They are piercing weapons now? For a while I have been using them and gaining slashing from them (this is going off my considerably higher slashing weapons skill, versus my very recently acquired piercing weapon skill). If they looked they had a more needle-like appearance, maybe I would be understanding of this change.
Skillgain in general in relation to increased combat difficulty: In light of the recent changes to the fighting system, I am finding it considerably more costly (breaking items, dying, etc.) to even defeat simple enemies. It does not seem like the skill gained from fighting is up to par with this new standard for taking on opponents.
Tactics: No idea what it does. Doesn't seem to affect anything. An explanation on this would be incredibly appreciated.
Suggestions for monsters:
Wolves: Slow them down a bit. I think that by doing so, it would be far less annoying when you need to make a quick escape from such a creature.
Goblins: Using the same method for allowing the goblins to move quickly on their terrain, provide specific races with that distinction. Allow elves to move more quickly in forests, dwarves and orcs to move more quickly through mountainous regions and halflings to move faster through plains. Humans generally don't excel in these regions (by definition) and lizards, well, we don't quite have swimming as a skill yet, so we needn't worry about them right now. If not allowing this suggestion, then perhaps remove the ability for goblins to move swiftly through mountains. This will at least offer a means of potential escape for those who are unable to just charge in and bash the shit out of the beasts.
Bandits: Offer a delay for everytime they attempt at theft. Put in a decent failure rate for bandit theft. I think a combination of those two would prove more sensible. If neither of those, perhaps only allowing them to 'loot a corpse' would do the trick. Just some food for thought and I would appreciate some consideration in this matter.
Suggestions for skills and related:
Grapes: Make them once again and no longer a part of herb lore. It seems incredibly redundant to have grapes a harvesting item, when cherries and apples are not.
Simple daggers: Change the graphic to at least look more like the skill it is associated with (since we can't actually choose to have our characters slash or stab with any weapon really) or change the daggers back to a slashing weapon.
Skillgain in general in relation to increased combat difficulty: Reduce combat difficulty, make items more durable/effective, or increase skillgain related directly to fighting at least a small portion to even out the somewhat frustrating gap by a little bit.
Tactics: Explain!!!
