Game Design Questions, Seeking Answers?

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.

Grimfest
 
Posts: 122
Joined: 26 Apr 2014, 21:45

Game Design Questions, Seeking Answers?

Post by Grimfest » 31 May 2014, 02:52

Is there anything in place that will encourage players that maybe don't hear about this game for 6 months after its release, to still play it? "And Want To Stay."

Will players that get in at launch be so far ahead at some point that it "discourages" new players from staying/trying the game? Aventurine(Darkfall) got new people trying their game but very few would stay after the trail period and after they realized how far behind they where and what it would take to catch up.

"Rust" combats this problem by frequent server wipes. Ultima Online had a skill cap which acted as a max level which allowed players to catch up, also resources "respawned."

With terraforming and non renewable resources, how do you think you will overcome this concern? Is it a concern? Do you care?

Also, maybe I am uninformed, but do trees grow back? Do Herbs respawn, Do hills raise again? I believe I read that caves will collapse if left unattended, but will it be back to there original shape or minus the amount of material that was taken to carve out the cave? Can we get a video of this happening as I am a visual guy. Are the resource ratios 1 to 1? Meaning do you need 1 measurement of dirt to raise the ground up and do you gain 1 dirt by lower the ground down one measurement? Do you plan on server wipes? Resouce Resets? Do you plan on adding new servers for players that come in late and don't want to compete vs someone that has "unlimited resources?" or as it would appear to someone 6 months behind.

Bobik has some economics background I understand, does he have a projected life span of your game? 2 years? 3 years? When might these concerns need to be addressed?

Is LiF:MMO2 already planned? (I know you can't answer that) However, we saw this with Darkfall1 where it became evident to them that starting over from scratch on a new game was better then updating the old game, this left the game with very few updates later in darkfall1's life.

Thank you for your time in advance, just incase you DO find time to answer any of these.


Siegbert
Alpha Tester
 
Posts: 1368
Joined: 02 Nov 2013, 15:15
Location: Germany

Re: Game Design Questions, Seeking Answers?

Post by Siegbert » 31 May 2014, 08:35

Grimfest wrote:Is there anything in place that will encourage players that maybe don't hear about this game for 6 months after its release, to still play it? "And Want To Stay."

Will players that get in at launch be so far ahead at some point that it "discourages" new players from staying/trying the game? Aventurine(Darkfall) got new people trying their game but very few would stay after the trail period and after they realized how far behind they where and what it would take to catch up.


I imagine you will just want to join a guild or kingdom and will partake in their politics and wars. Maybe you can play as a mercenary and fight for different factions.

That's how I think about it, anyway. For me, I think the game will first be interesting when different factions are settled. I'm not that interested in founding a competitive kingdom by myself but if I wanted I'm sure I'd find some remote place to start my own village where it's quite unlikely that other factions come by and destroy it. The map is really huge afterall.


Grimfest
 
Posts: 122
Joined: 26 Apr 2014, 21:45

Re: Game Design Questions, Seeking Answers?

Post by Grimfest » 31 May 2014, 17:07

I imagine you will just want to join a guild or kingdom and will partake in their politics and wars. Maybe you can play as a mercenary and fight for different factions.


That's how I think about it, anyway. For me, I think the game will first be interesting when different factions are settled. I'm not that interested in founding a competitive kingdom by myself but if I wanted I'm sure I'd find some remote place to start my own village where it's quite unlikely that other factions come by and destroy it. The map is really huge afterall.


That is what most people will do, however, what will they have in place in terms of guild/clan features that will allow casual players to still beable to play? If in order to join a clan I have to go to a guilds forum sign up, down load their VoIP program, and be logged in when I am online or face the wraith of some kid with a hard on, Myself and many others wont be partaking in politics, which is the biggest part of this game.

Features need to be implemented in this game that doesn't make logging in such a chore. Complex gameplay doesn't mean that playing it needs to be complex as well. UI and social features should be easy to use and navigate, and give no reason for out of game interactions, such as guild forums, The only ones that enjoy the old process is the people that own the guild forums and they get aroused when people come to their website.

Going back to my Darkfall1 days, It was as I described. So, this brings me to, my darkfall1 days, I refused to do it, and I refused to run auto hotkeys, and that was why I was a non-factor. After the game was dead, I did come back out of boredom and tried using auto hot keys, and let me tell you, it was an equalizer.

Will autohotkey be allowed in this game? Will they do their job and make it unneeded? Will you need to use it to compete?

But you are right Siegbert, I will most likely join a guild as I don't have the time to lead one. How complicated is that going to be?

User avatar
Thokan
Alpha Tester
 
Posts: 390
Joined: 09 Dec 2013, 15:26
Location: Öland, Sweden. ATS

Re: Game Design Questions, Seeking Answers?

Post by Thokan » 03 Jun 2014, 18:38

There will be two types of end game, depending on your preferred play-style.

You can play in a guild. You partake in guild warfare and build your guilds kingdom. Meta-game and mechanics for claiming land, conquering land and clan warfare will ensure endless end game content this way.¨

Or you and your friends, or just yourself, build a small claim in the middle of nowhere. The end game would here be to advance your claim, your quality of goods and mining enterprise or whatever you choose, under the risk reward of getting killed by randoms; depending on how far away from other people you are.

And you dont have to be worried about the resources. The deplorable resources are standing at an astronomic amount, and the renewable, like trees, are renewable.
Image

Return to General Discussion

cron