I've updated the Test Server with a few changes to check:

1) Creature reactions when attacked adjusted. Basically non-aggressive creatures were too wimpy and running away / losing aggro too easily when losing a lot of health the first time they get hit. I lowered the chance of creatures running away when in combat. Let me know how it seems now.

2) Player weapon ranges increased by 25%

3) Blocking for some building parts adjusted. If you see a creature going through the wall (on the Test Server)

Comments / Questions:

1) Weapon damage: Before I adjust player weapon damage or creature hp, I have a question. How is weapon damage for PvP? I'd like to make sure weapon damage is balanced first for PvP, then I can adjust creature hp and armor to achieve the desired results.

2) Charged attacks: The main problem is that almost all new players don't use charged attacks. This has been making creatures seem especially difficult to kill for newbies. I was considering removing charged attacks entirely because of this, but it would mess up parrying.

If I set up charged attacks to increase damage as before, I'm stuck with the same problem as before: Creatures will be balanced based on players using charged attacks always. New players won't use charged attacks and will find combat too hard.

Maybe I need to do something to make the charging up more obvious to new players, but I'm not sure what.

Can any of you recommend another similar game that used charged attacks? If I could see what other survival games do in this case I could better adjust things to match what new players have come to expect.

3) About running away from a bear and not getting hit, I'll check the speeds in that type of case. You may be faster than a bear even with encumbrance.

4) About creature attack ranges, I'll look into those and adjust them a bit. Right now they scale linearly with creature size so the ranges for large creatures may end up being too much.

Thanks!