I remember when I first got into 1.0 I was collecting eggs as I thought we could start our own farm and sell the produce to the baron, I thought that was the case as they gave us a chicken home, bees and a place to grow produce. Then I found poop and wondered if it was the fertiliser. When I realised that we couldn't do any of that I forced a poor soul to eat the ''fertiliser'' in a fit of annoyance
@@waffler-yz3gwyeah but you don’t have stocks in chess. Obviously it’s not a farming game, but still when you see eggs and feces, you could really think that you could do something with that, you know?
Don’t forget about the bees back at the house, they are aggressive somehow even though YOU OWN THEM! So that means they are supposed to be passive. I hope they change that, or they give you a suit to protect you from the bees! But that’s just wishful thinking, and hopes! Edit: I forgot to say that you should be able to harvest honey from your bees at the house and they are supposed to be passive around you and no one else!
8:40 There is literally a lootable book on Baron's shop that talks about an island this guild explored, they discovered the island was swarming with undead warriors, that don't feel pain and would forever limp towards them with rusted blades. This scared the search party badly and they left the island alone. They could TOTALLY use this as an excuse to put a zombie survival mode into the game
So good to see someone with the same opinion on 1.0. I‘m really happy but dissapointed or more sad that it‘s the last big update, so many missed opportunities.
What I wish they were The market: Wildfolk (shops and missions) The ruins: Eraden kingdom (shops and missions) Arena: all factions betting on you vs other (for loot) Canyon: unsure (training, shops, arena, missions and possible minigames) Citadel: The *EYE* (missions and store/lore) Edit: Canyon can be Ereden or random factions every time
as for the arena being able to watch fights and participate would be awsome. maybe fo fighting in the arena yourself you start in one if the cages and you fight either a human enemy, a golem or some kind of wildlife for loot and money as your cut of the bets
i feel like the market and ruins should be swapped, the market feels like it would be populated with citizens and not savages, where as the ruins to me give off a big vibe of savagery occupying it edit: also in u12 if you flew into the air high enough in the ruins you could see snow and the Wildfolk have lore in 1.0 saying that they came from a very cold and snowy land
I think if they weren’t working with what they called “spaghetti” code then a lot of the things you and the community were looking for in terms of potential and missed opportunity could’ve been realized. Let’s hope they make a B&S 2 with the new engine and have those mechanics and questing that would take the title to the next level i.e GOD TIER. 🤘🏾
@@Unimportant0 I believe baron said on reddit they eventually do want to make B&S 2. The current engine their on isn't well optimized and their next game will be on Thunderoad 2.0 their newer smoother engine.
I do hope a blade and sorcery 2 happens, but not for a while. B&S 1 has a legacy of one of the original landmark titles for VR, if a blade & sorcery 2 was ever made, it would have to blow B&S out of the water and set a new standard for VR (a bit like half life Alyx did) by expanding on what B&S did and realizing all the potential VR has to offer
Idk why, but the first thing I tried when launching 1.0 was to fill the new cups with water. Unfortunately it didn't work, but that would be a cool feature. I want to be able to fill cups with the health potions too. Can't wait for the cup update... (cup mod PLEASE)!!!
😂 you my friend are based plus I am so happy the weird cup holder was actually how you use crystals like I was so confused what it was for and now it would be strange without it.
17:03, that whole bit had me rolling. But the biggest problem with all of your very warranted points is performance. Maybe they should limit the playable field with a blocking volume disguised as a force field.
Here some idea they can add. Random Encounter: 20% chance of Faction start to raid your home Enemies with Throwing Item: Remember when enemies used to throw rock on you. Maybe they can throw knife too. WALL decoration and Remove Home Limit Market that sell more Clothes only. Food. Decoration and Seeds for Farming Farming: we got a garden for a reason
Hear me out y'all, 1.0 takes place before the previous updates, in terms of lore. The Sanctuary looks like ruins but less.. ruined. And the Market looks greener and has more life to it, but in the earlier upds, it's a bit more grey and fully constructed. (There's scaffolding in the Market in 1.0). Get what I'm saying here?
Maybe after the MC got the sword of naa, they achieved immortality and somehow gained the power to eternally fight in arenas? Maybe they ended up absorbing kayosva and ascended to godhood, and that's why it isn't there in the other updates.
I've been so focused on enjoying Crystal Hunt, I honestly haven't really explored the sandbox maps that much or thought about most of the stuff you were talking about; the only thing I actually took the time to observe was that you couldn't light unlit fire sources with a lit torch, & that *does* in fact disappoint me. We should tell the Warpfrog team to add *that* functionality at least. But because my focus on Crystal Hunt led me to not take the time to explore the sandbox maps, I didn't know about *most* of the stuff you showed off here, especially not that underground section of the Sanctuary. I don't like having to admit that, but at least now I know about them & can explore them for *myself* ; thanks for bringing them to my attention, along with all the missed opportunities.
I think something really cool for arena would be to start in one of the cells and have the lectern in the cell and the door could just be the door at the end of dungeons that so that you can spawn enemies and then open the gate and walk out and fight them. idk just seems like something that would add a little bit of atmosphere to it, also the spectator idea would also be good to make the map feel more alive
What you remember being down the well was a sword called the forgotten sword and it got removed in u12 it was my favorite Easter egg aside from the turtle in the cave
I honestly did not know that there were catacombs in sanctuary and citadel. These maps, although sometimes a bit disappointing, are still quite well designed
It would be really cool if the first time you enter an areana enenies are already spawned in that you need to clear out to have the areana for yourself and if they put doors to specific dungeons to make the world feel more connected
DLC make sure to make a video when b&s nomad 1.0 comes out! but also thank you for taking the time to upload often when you don't have to. thank you for taking time out of your day to come and make a video to entertain your fans. i am so happy i found you. you are one, of my favorite youtubers, if not my favorite. overall, thank you for taking the time to make these videos and i hope that your life and your youtube journey thrive.
I feel like if you're a person that has played blade and sorcery for a long time, at some point you would want the game to feel more lively, and in crystal hunt could have added their one like quest into these maps or side missions.
Ideas I myself had would be this - "Crafting", Can add additions to swords/make any weapon better, so lets say your favorite sword is.. capped at T-2.. now you can make it to T-5. - "Diverse entities/models" More models of enemies, as well as more overall CIVILLIAN based folks. - "Reputation" - Could be a toggle-able thing, but the more brutal the more fearful people get of you, NPC's likely to get intimidated by just seeing you, ect, but if you spare people some NPC's will seem a lot more fond of your presence (Civ NPC's) as well as lowered prices, ect. "Crystal Adaptation" - Pretty much, after you spec 3 into each crystal you can only breakthrough ONE more crystal to a 6th tier, these can be refundable, but lets say you spec all into body? you can now turn heads to red mist, crush peoples legs/arms rendering them useless, able to easily throw people with one arm, easily ripping them apart, and the best, able to rip them from the torso with your hands. and able to hold HEAVY weapons with ONE hand without any issue. The others would become better and have really strong and powerful spells to them, but you can only have one branch at a time, so you cant have maxed out electricity and mind and this, that, but you can spec into those as long as you refund the other one. And, "Friendly Companions" Fighter NPC's that just help yah out! Spells! More spells, like healing or just super interesting ones, a time spell would be INSANE, or plenty of other ones. -- "Town" Map, Like citadel but its.. just a peaceful town with a lot of civs, mostly a market/zone area where you can take on SPECIFIC quests from NPC's, including bounties on very very very strong enemies, such as a "Knight Commander", Or even a kingdom/castle raid. -- Final one. More/different bosses! Golems are cool, but fighting a super difficult to defeat human would be insane, or a large golem like snake, or croc, hell even a bird, all needing to be dealt with differently.
In my mind from what little i know of the modding api, there needs to be higher level access to modify npc animations, so people can make custom bosses that act like bosses, with "shadow of the collossus" like climbing like the admitedly cool new boss has, as well as just adding more style to regular mobs like basic 8s, HEMA techniques, hapkido etcetera. In my opinion, this should be high on the list, to add variety in the coming years of "what next?", map blocks and procedural dungeon generation comes to mind next since thats how "the" dungeon works and adds more infinite gameplay possibilities, more magical elements wouldnt hurt either where is ice and water, again these are just thoughts not critisisms, billion dollar corporations still cant get this to even run on a headset without a pc so...progress can still be made
In the well there used to be a Reverend Sword, it got removed before 1.0 though, and the well was less deep and it was just a big pile of rocks (and the sword before U11 or U12 I forgot)
I would like to point out, its a lot harder to get to some of these places without having the instant cast cheat on. Without it enabled you can only go so high/far with gravity. When its on, every cast activates the weightless ability, making you able to infinitely chain it and basically fly. But normally it progressively gets harder and harder to maintain, let alone gain altitude. Still, valid points mate!
I think they should introduce more things to do at the home area. Right now all I use it for is upgrading my skills, with the size of the island and the amount of unused objects lying around i think their could be a lot more use for all of it. Adding things like home upgrades and farming would make it way more fun and interesting to actually stay in the home area for a while.
I wish in the arena that you could choose to stay for more waves and more rewards. Flavor it like “more will arrive soon, will you choose to stay and fight?”
I really am hoping that the developers make new regions for us to explore, like the Raike homeland or the Sentari homeland! Not to mention new weapons and armor for our characters if they are Raike, Sentari, etc.
I would love to see different mission types for areas like the Sanctuary, where you’d need to get a certain item, or maintain stealth for a higher payout, or maps with certain ‘Bonus objectives’ where you could get a higher payout for using a certain knife that you’d spawn with. Still fantastic game mind you, but I do still wish that there could be more immersion for the player, like having a ‘Backstory’ being a Bounty Hunter or Eraden Ranger that would impact your relationship with other factions, and having again, relationships with factions and you could call in reinforcements for your maps. I have a lot of ideas for this game but I do understand that there are some limitations for what the devs can do and that’s Ok
Honestly I think that there is a lot of lost potential in the full release in general. I know that this certainly isn't the case since the game was in pre-release for so long, but it feels rushed? it feels like they put so much effort into the boss and the crystal abilities, but thats it. I feel like there really is not much of a storyline. I played a mod that added quests and someone made a full on storyline, it had multiple NPCs with kill quests, fetch quests, etc. I feel like THAT was more immersive than the current game
Marketplace was my favorite map, and the changes that they made in the map i liked but the outside is a massive L and it being at night makes me not even wanna go to it for the sandbox, I hope they fix that some time ( I personally wish that they made the town am main hub with everything they added and mabey added a boat somewhere, to go to other maps, and mabey a new continuation of the story where you are a hero and need to take down the eye once and for all)
@@waffler-yz3gw I preferred the day variant too tbh. Also, let people have their opinions, there is no objective answer as to which variant looks better. The new one obviously looks better graphically, but I still prefer the style of the new one.
To me, the 1.0 update felt like a huge update but it always just felt incomplete. There are so many things that should be in the game but aren't, there's still loads of bugs, it still runs poorly especially now with all these new things. The ending is really cool but also, way way too easy to get. So many missed opportunities in the other maps as you've stated. Enemy AI still sucks and enemies still just go through you and spam attacks whilst literally inside of you. Hector boss fight was cool the first 3 times but then became repetitive and super easy, even if he gained new abilities. Outposts and Dalgarian Dungeons have SO MANY SPOTS that look like they can be explored but either have invisible walls blocking the player or just straight up unexplorable, and for the spots you can get to, there's usually nothing cool either way. There should be more loot spots on the maps, maybe inside the vases and boxes. That being said it's not a bad update, it truly isn't, but it's disappointing knowing that this will be the last big update and well, the game really isn't complete, even if this is the final big update. The game is just incomplete, it feels max 40% complete.
Also if they don't add a new ending that idk makes it so you use like a cast iron mold to make a sword so u don't have to do the bad ending for the sword
This all could lend itself so well to an open world game, even if it's instanced between the different the different areas or biomes or wtv. Doesn't even have to be as big as Skyrim or anything, I kinda think back to like some Assassin's Creed games, y'know? I know it's a sandbox game, but so is Skyrim. Breathe some life into the world. Town Square makes me think of Whiterun a little bit. I don't know how big the dev team is or anything, and whenever I finally get a VR headset, B&S is still gonna be one of the first games I buy for it, but I hope it all gets super fleshed out at some point. I don't expect anything as wildly expansive as TES, it's essentially a brand new IP, but it still seems like a dead world with very little going on beneath the surface.
I hope that nomad 1.0 finally Atleast makes the game look better. Hopefully as good as PC but probbably not. Nomad looks soo bad Especially for a game in 2024
it is running on quest hardware it cannot look as good as pc but it will probably look better than u12. you also have to remember that nomad is on the quest 2 and 3 which have a very large performance difference.
One other thing in citadel is that when you spawn in, if you turn right and go down to that area with the tree behind the statues, there is a massive eye level hole, just in the wall that leads out to the void. Like how did they miss that? It’s just so unfortunate.
one minor thing that always bugged me, was that in the dungeons there are tones of weapon racks and they nevr have a single weapon on them....just why. and like eneimes cant spawn with 2 handed weapons, but they could have at least added like generic loot to some of the weapon racks and then you could ocasionaly find a 2 handed during the level.
they tried making npcs with two-handed weapons, it's just too janky for them to do edit: also, they said adding new animations was just a deceptively large amount of work for them to do, and they also said that after enough time people would start complaining about animations again anyway after getting used to the new ones
@@waffler-yz3gw absolutely not they need to continue updating blade and sorcery and add more content im pretty sure we all expect that or at least wish for that
@waffler-yz3gw nah they need to polish these maps, this is borderline unacceptable. Littleraly just add invisible barriers or big rocks. This is a full release of the game, and being able to just see the abyss is unacceptable.
As someone who doesn't have $4000 to blow on another decade's failed launch of a new gaming paradigm, I've been following this game from afar since the beginning and I'm not at all surprised that the 1.0 release was rather underwhelming after, what, almost 6 years.
Yeah i wish there were attempts made at making the world feel lived in and expanded on npc interactions/more rpg mechanics. I hope whatever the devs do next include this because they already have the gameplay aspect down.
@@waffler-yz3gw i didnt say it was? but it has rpg esque mechanics like the different races with their own lore you can choose or the skills you pick are pretty much rpg mechanics. Im just saying if they expanded on all these things in depth than itd be great
@@DownloadableContentehh, agree to disagree? you're pretty much asking for the game to be a different genre, not really criticizing it. it'd be like asking for a stock market in doom.
@@waffler-yz3gw I agree, if devs kept adding more cool features, the game would never come out. I think they struck the balance between time and features very well. While there are a few simple things I would like to see added, i think most of the stuff in this video is pointless.
they shouldn't have too. Warpfrog raised the price by like 20 bucks and delivered arguably a worse stripped down experience. This would be blasted if a AAA stuido did this.
Before Crystal Hunt, the #1 problem was progression and "context" for the game. It can have great systems but without an end goal or dynamic gameplay environment (map, enemy variety, equipment, etc) there is no point to play and you are left with a plain sandbox "make your own fun" tech demo experience. Now with Crystal Hunt providing that experience, the #1 issue is enemy AI which is still a pushover, and the various routes and secrets/environmental hazards you show in the video (hooks, precarious platforms, etc) are POINTLESS because there is no normal situation which allows the AI to get close to those spots. They cannot jump so need a ramp/staircase to reach the player, and even the outpost rooms have many places which are inaccessible to the NPCs. The player has much more freedom in navigating the environment than the AI which far surpasses the issue of them being unable to parry or use two-handed weapons.
thats not even a thing you have to mod, that's just a feature. not specifically flower pots, but you can decorate the home by sticking stuff in your inventory and taking it to the home
Things to mention: cristal hunt dont follow the NPC's gender selection on the book: 50 -50 shows 80 or 90 % of female. Even 90-10 result in over 60% women. Weird and... Some points in the cristal hunt ending (Hector point) are made for monsters, gigant spiders os something i hope some mods taking (for example) creatures from Gladius (an old meta vr game) or any other with creatures, just fixing the textures (i guess?) that will be amazing!