Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

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Arrakis
 
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Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Arrakis » 28 Jul 2017, 19:27

rimg


Hey, Feudalists!

We have promised many times on different occasions that we were going to tweak and boost one of our original game features - the Formation System. We’ve decided that now is a good a time as any, especially since we plan to test the Battle System this weekend!

In today’s devblog, we would like to talk about our new vision for the Formation System and explain some details for you guys.

First of all, we’ve decided to increase (x1.5) the area that members of the unit must step into in order to be ‘considered’ entered into the formation. We did this in order to ease the usage of formations for less organized/drilled players. Some of the ideas for future development we have considered implementing are ‘Spread Out!’ and the ‘Stay Close!’ commands, which will increase or decrease the size of formation with a more tight formation providing a bigger boost to the members of the unit, but those are distant plans.

Secondly, we’re shaping formation type and formation command bonuses in such a manner as to get them closer to the golden game design balancing standard - rock, paper, scissors.

Formation types:
  • Wall Formation (counters Circle Formation). Effects: Defense, Slowed.
  • Wedge Formation (counters Wall Formation). Effects: Momentum (multiplies damage that players inflict by their movement speed), Penetration (lowers Defense effect magnitude of a struck victim).
  • Circle Formation (counters Wedge Formation). Effects: Accelerated, Balanced Breath.
Formation commands:
  • Hold your ground! (counters “Move, move, move!”). 20 second duration, does not affect mounted players. Effects: Defense, Slowed.
  • Chaaarge! (counters “Hold your ground!”). 10 second duration, effect disappears after the first successful hit. Effects: Momentum, Penetration, Accelerated, Hurried Breath (faster stamina drain while running).
  • Move, move, move! (counters “Chaaarge!”). 20 second duration. Speed of all unit members becomes equal to the leader’s speed. Effects: Accelerated, Balanced Breath, Shaky Hands (chance to be staggered if hitting a person with the Defense effect active)
Lastly, but more importantly than the previous aspects - we’ve increased the bonus from the amount of unit members that enter the formation. The more organized your unit is - the more unit members that are inside the formation - the bigger the bonuses each of them receive!

We are looking forward to the closed beta testers being able to test both Battles and the updated Formation system during this weekend test. We encourage everyone to take a part in these tests since there will be NO consequences and no results will be saved.
P.S. In order to get as many battles fought as possible there will only be 1 hour between the Battle Challenge and the battle start itself. During normal gameplay you will have to wait approx. 24 hours.

— The team


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Khan- » 28 Jul 2017, 19:28

Disponible en Français : sur Lifeisfeudal-fr.com


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Saar » 28 Jul 2017, 19:28

Traduction française disponible sur vonCulm.fr
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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Grimmblut » 28 Jul 2017, 20:05

What prevents someone from blasting the densely packed unit to smithereens with a handfull of Naphtha Grenades?


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Jmhuntley1 » 28 Jul 2017, 20:15

looks like you guys are filling this game out nicely......a lot of meat on the bone as it were......cant wait for OBT to start

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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Xzg0 » 29 Jul 2017, 15:35

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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Toren » 29 Jul 2017, 19:41

Like it was pointed out earlier, whats to stop melee formations from getting kited to death by archer and cav formations using the increased speed and damage to get away even faster? I mean this sounds cool in theory but I don't think it helps the core imbalance of the game.


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Camil199197 » 29 Jul 2017, 23:34

You can make a formation with archer only with speed buff :D


I will name it"Archers on crack"!

I love it

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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Hodo » 30 Jul 2017, 00:27

Toren wrote:Like it was pointed out earlier, whats to stop melee formations from getting kited to death by archer and cav formations using the increased speed and damage to get away even faster? I mean this sounds cool in theory but I don't think it helps the core imbalance of the game.


The counter for archers, is cav, the counter for cav is pikes, the counter for pikes is archers.

This is the way it is in real life and the way it is in game.

If you want to break it down further and get more detailed there are many more options available to you than just those three.

Figure you can deal with archers with other archers... or with vanguard fast moving foot fighters.

In history there has always been a counter for things. This game does not have such fast moving people as they can not be caught by something else. Figure light cav, guys on non-warhorses can easily move around skirmisher archers and deal with them. Or send out melee skirmishers of your own.

Heavy horse can be countered by a well drilled pike formation. You can support this formation with archers or with crossbows.

Dealing with naptha pots is a whole other animal and requires people to be able to adapt.


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Toren » 30 Jul 2017, 02:52

Hodo wrote:
Toren wrote:Like it was pointed out earlier, whats to stop melee formations from getting kited to death by archer and cav formations using the increased speed and damage to get away even faster? I mean this sounds cool in theory but I don't think it helps the core imbalance of the game.


The counter for archers, is cav, the counter for cav is pikes, the counter for pikes is archers.

This is the way it is in real life and the way it is in game.

If you want to break it down further and get more detailed there are many more options available to you than just those three.

Figure you can deal with archers with other archers... or with vanguard fast moving foot fighters.

In history there has always been a counter for things. This game does not have such fast moving people as they can not be caught by something else. Figure light cav, guys on non-warhorses can easily move around skirmisher archers and deal with them. Or send out melee skirmishers of your own.

Heavy horse can be countered by a well drilled pike formation. You can support this formation with archers or with crossbows.

Dealing with naptha pots is a whole other animal and requires people to be able to adapt.


Don't know what game you're playing, but in this game cav counters melee, archer counters melee, archer counters archer, cav counters cav, and archers and cav go toe to toe while melee sits back and picks his nose.


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Mustafaercoban » 30 Jul 2017, 12:10

guys when the normal close beta test opens? Im waiting battle test ends

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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Arrakis » 30 Jul 2017, 13:45

Mustafaercoban wrote:guys when the normal close beta test opens? Im waiting battle test ends

For now we are hoping to restart Instanced Battles session sometime next week. Next CBT run is planned within a month after IB session is concluded.


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Hodo » 30 Jul 2017, 14:17

Toren wrote:
Don't know what game you're playing, but in this game cav counters melee, archer counters melee, archer counters archer, cav counters cav, and archers and cav go toe to toe while melee sits back and picks his nose.


Do your melee have shields?


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Trance67 » 30 Jul 2017, 18:51

Even those turtle players with 2 tower shields aren't completely invulnerable to a few good archers. Archers can simply outpace a heavily equiped melee fighter and shoot him in the feet until death.


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Toren » 30 Jul 2017, 20:06

Shields are only really useful for fighting certain melee weapons, like using boar spear or gross messer and shield to get damage mitigation against other melee infantry. Like Trance said, even tower shields are easy to get around. Shoot him in the feet if he has it raised, and if he tries to look down to cover his feet, shoot him in the head. Not to mention that shields break incredibly easily to archer fire.


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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Mustafaercoban » 31 Jul 2017, 12:48

Youre keeping game closed too long time.It can be beta test but we purchased extra money for this.We played cbt4 2 weeks then closed again 1 month more.Your closing periods are too long.And also when you told us a date for example closing time 24th, at the weekend is battle test for 29-30 then opens other beta test.But you dont do these plans on the date you say.On 24th the game closed but was not opened anymore.

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Re: Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’

Post by Hodo » 31 Jul 2017, 17:56

Mustafaercoban wrote:Youre keeping game closed too long time.It can be beta test but we purchased extra money for this.We played cbt4 2 weeks then closed again 1 month more.Your closing periods are too long.And also when you told us a date for example closing time 24th, at the weekend is battle test for 29-30 then opens other beta test.But you dont do these plans on the date you say.On 24th the game closed but was not opened anymore.


It is in beta, I would rather them fix the problems now, than drive off everyone after launch with an unbalanced broken game.

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