A moderate amount of fails

Everything you need to know about what’s happening in Life is Feudal.
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Bobik
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Joined: 30 Apr 2011, 15:06

A moderate amount of fails

Post by Bobik » 31 Oct 2016, 11:17

Life is Feudal: MMO


Hey everyone!

We are happy that we have reached this stage in testing, but unfortunately, we have encountered some issues during the current test run. These issues were centered around being able to properly inform our players of their testing status via email notifications and code/functionality of the build.

During the next two  weeks, we are taking a bit of a timeout to properly address the issues that were discovered by our testers during this last test. On the 11th of November we will begin another short test run and will also invite some users to the testing session. We will issue an email newsletter to inform users that were picked and eligible to participate in our next test run once we start it!

Please continue applying to the beta and do not forget to verify your Life is Feudal:Your Own ownership via billing section of our site.

Thanks for your patience and understanding during this time,

- The team


HydroxTV
Beta Tester
 
Posts: 84
Joined: 10 Oct 2014, 15:27

Re: A moderate amount of fails

Post by HydroxTV » 31 Oct 2016, 11:24

Im quite sure that I am speaking on the behalf of the entire BETA testing-community, if I say THANK YOU for the very good weekend of testing. Especially a big thank you to Arrakis and Tolik that have been abused as our "personal pets" in discord over the weekend. But give this thank you to the others "in the background" too of course :)

Happy programming and see you on the 11th Nov. :)


Sharana
Beta Tester
 
Posts: 493
Joined: 06 Nov 2014, 17:03

Re: A moderate amount of fails

Post by Sharana » 31 Oct 2016, 11:26

Thank you for the short opportunity to test the latest mechanics.
The email notification fail was bad one, because many testers didn't know they were selected. Other then that the build was very stable and unlike wave 0 actually playable. We reported many bugs and the new guild system is not really working as intended, but no gamebreaking bugs this time :)

Hope the next wave will last longer and if not have higher multiplier. x10 of the MMO speed was definitely not enough when you play only 2 days.
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Ricardomina
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Joined: 01 Oct 2014, 19:11
Location: Portugal / O'Porto

Re: A moderate amount of fails

Post by Ricardomina » 31 Oct 2016, 11:50

We're very grateful for this opportunity. I believe that this short weekend test was very productive. Everybody that was invited contributed in their own way to the improvement of this game we all love.

The ones who didn't, they were also present at all times, watching our streams and videos we leaked, during this test phase. We're all very happy for the amount of support that we had so far.

Overall I was happy for how playable the game actually was, with almost no crashes compared to the current YO build.

This is a very thrilling, dedicated and interested community, we all hope you realise how much potential this game has, and how big this community is.

It has been the best community I've been on for some years.

A big thank you to all the Devs involved, and to everyone that has been helping this game and community to grow.

We rock has hell.

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DedKalmar
Zealous Believer
 
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Joined: 15 Mar 2016, 22:52
Location: Moscow

Re: A moderate amount of fails

Post by DedKalmar » 31 Oct 2016, 11:52

Thank you guys for the opportunity to participate in the development of the world feudal's! It was not long :cry: , but it was very fun! ;) We hope that our bug reports will help you, look forward to the next wave! :)
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Popers
Beta Tester
 
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Joined: 03 Sep 2016, 12:42

Re: A moderate amount of fails

Post by Popers » 31 Oct 2016, 15:53

Thanks for the ride!! Looking forward to 11.11.


And just a little idea. Would it be possible to supply 25th server stables with some horses? The map is huge, which is a great thing, but i personaly lost a lot of time on simply walking/swiming, and wild horses are not that easy to find.. Not to mention breeding becouse it takes time before you build a stables. So if the next wave is supposed to be short one 2 it would be very usefull to have some free ride.

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LiFKarl
Beta Tester
 
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Joined: 27 Mar 2015, 22:22

Re: A moderate amount of fails

Post by LiFKarl » 31 Oct 2016, 16:42

Keep up the good work.

Also curious do you track player kills, and if so, who got the most kills during this wave? :D
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ThorneRazeri
Beta Tester
 
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Joined: 21 Oct 2016, 20:26

Re: A moderate amount of fails

Post by ThorneRazeri » 31 Oct 2016, 16:54

KarlBV wrote:Keep up the good work.

Also curious do you track player kills, and if so, who got the most kills during this wave? :D

If they did then they would have to discount lame spawn camping to find the truly proficient.


Popers
Beta Tester
 
Posts: 60
Joined: 03 Sep 2016, 12:42

Re: A moderate amount of fails

Post by Popers » 31 Oct 2016, 17:25

ThorneRazeri wrote:
KarlBV wrote:Keep up the good work.

Also curious do you track player kills, and if so, who got the most kills during this wave? :D

If they did then they would have to discount lame spawn camping to find the truly proficient.


Nah. They can make a "Retarded kid of the month" award, for most effective person running around with primitive axe killing afk/passive people who try to report issues with game.


Wookiee420
True Believer
 
Posts: 307
Joined: 06 Oct 2016, 18:52
Location: Colorado

Re: A moderate amount of fails

Post by Wookiee420 » 31 Oct 2016, 17:41

As someone who watched the beta from the sidelines, I am very glad that you are stepping up and admitting your biggest flaw and fixing it. It is not often that you see developers this involved with the community. Keep up the amazing work, and anxiously awaiting my eventual time to play. :)

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