MMO Interactive FAQ

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Bobik
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Re: Interactive FAQ

Post by Bobik » 05 Sep 2011, 11:48

59a) No instaheals for sure. Maybe something to regain softHP fast, but not hardHP for sure.
59b) Not decided yet. Currently we plan nothing but blessings before battles and weapon sharpening, armor fitting/patching between battles (while traveling or during siege pauses)
59c) You'll be able to help a knockdowned player to regain softHP faster, but dead man is a dead man - he will be ressurected at his bind point.
59d) Pretty much like it was in medieval times. Formation control, situation control, strategy control (like pikemans vs cavalry, heavy knights vs light infantry, cavalry vs ranged units and such). I got your idea, but it won't be like it was in DF - i hope it will be something new.
60) Hard to tell. OFC we currently plan cluster system for our world (like 1 server per 3*3 km block of landmass), but we need to do a shitload of optimization and tuning before we ever be able to collect and analyze any performance results. I have an experience from other Torque MMO developers of like 500sh online players per one server. So, in theory, we can have battles of 250vs250 on one terrain block, or 500*47=24 500 players. But it's very rough and i missed alot of details - real numbers will be way smaller i suspect :)

P.S. Heya Surya :)


ThaBadMan
 
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Re: Interactive FAQ

Post by ThaBadMan » 05 Sep 2011, 17:01

Ok brace yourself for answers ;)

61) Will all aspects of combat be like M&B ? Like melee, archery and mounted combat ?

62) There will be no PvE, that means no old fortresses with mobs or anything like that ?

63) So with the kingdom thingy, you wont be able to build in other peoples territory, what happens then if you have a house somewhere and a nation pops up to surround your little estate ?

64) How will structures be, considering solo players, small guilds, big guilds, large alliances and massive nations ?

65) Will the combat be completely skill based, so that solo/small guilds actually with higher skill can beat overwhelming numbers with less skill and organisation ?

66) You might have posted something about this before but can you build underground and make big cities in mountains and under the ground ?

67) Will wildlife act like real wildlife and not the usual mob like acting ?

68) Will hunting be realistic as in skinning and such, so that you wont need to kill 30+ of this or that creature to get a armor set, or will it be kill one bear and you get a hide big enough for 1 perhaps 2 players ?

69) Will you be able to wear cloth over armor ?

70) Will there be a enviromental weather system like if you are wearing steel armor in snow you freeze or in desert you overheat ? And clothing like silk under armor in desert is better and hides in snow will protect you ?

71) Will there be any instances, like in sieges or can a third or fourth party come and conquer while others are fighting ?

72) Will the game overall be fast paced or more slow ?

73) Will it take like a day, week or month RL time to skill up if you are actively doing it for say 8 hours a day ?

74) will there be much grind ?

75) Will there be any unique equipment for people participating in Alpha/Beta tests, not OP shit but different from live equips ?

76) Will there be any big difference between starter equips and end level equips or will the game be mostly player skill based ?

Thats it for now, enjoy ;)
[img]http://i.imgur.com/jqJYYMM.png?1[/img]


SuryaMonk
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Re: Interactive FAQ

Post by SuryaMonk » 06 Sep 2011, 04:19

77) Why ppl must fight for other territory? I mean, yeah, its very fun to fight. But, but what it give to ppl what win or lose?
In LA2 city give taxes. In your game can we set taxes?
In DF city give binds (nice to have city with good pve spots) and teleport around the world. And some resources in city (Timber, Rare ore mines, Farms). What motivation in gain or destruction of citis and in building kingdoms?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 06 Sep 2011, 05:43

61) It won't be a 100% M&B ripoff. But most of the things, like it is in M&B will be inspired by reality and we'll try to reproduce that.
62) Yup, no dungeons, old fortresses, hidden caves and such, until you want to dig them yourself and inhabit them with your friends :)
63) That nation will have more rights on your land. It can politely ask you to move somewhere else, join their nation and stay where you are, or simply force you to move by destroying your stuff, since it won't be protected, since it will be on their land. Kinda harsh, but life is feudal :)
64) I've answer about guild system somewhere earlier. In few words: solo player - property less guild - guild with property - alliance of guilds.
65) It is our aim to make combat rather player skill based, then ingame skill based. But it might be harder to combat overwhelming numbers in our game (since there will be no powerful buffs, 100500 AoE nukes and alot of heals). So better avoid being outnumbered or be outnumbered in a choke points.
66) Answered before. You can't build any solid structures underground, only small devices (anvil, forge, bed, wardrobe and so on).
67) I hope so :)
68) We will try to make hunting some kind of challenge and fun and so it will be rewarded accordingly. I'm sure it won't be like you standing in the middle of constantly respawning bears and killing them with a speed of one bear per 30 secs :)
69) I believe not. We might implement guild cloaks with emblems in game, or make some armors with cloth over it premodeled.
70) Thought about that. If we have any spare time for that - we will make it.
71) Sieges won't be instanced (everyone can come). But we plan to make territory battles. It will prearranged battles on a fixed territory, where every side should make a list of participants and only those player, who are listed will be able to battle there - rest players will be booted from that territory and won't be able to join battle, until it ends.
72) Something in between :)
73) Answered in a podcast. Like 1-2 weaks to reach lvl 90 in a skill, and like halfa year/full year to reach 100
74) NO
75) Don't think so
76) There will be a difference, but not that big
77) We will have taxes. So, reasons for waging wars will be: taxes, resources (especially metal mines) and don't forget about political and ego dramas :)


Niro
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Re: Interactive FAQ

Post by Niro » 06 Sep 2011, 07:19

78) Will there be a separation of roles in the group, such as a tank, DD, support? Maybe based on equipment or skills/abilities.
79) Will there be some single/crowd control skills/actions(not a spells)? Maybe aimed hit to legs or hands and effect by weapon type.
80) Do you make some sort of selfheal(like a bandages in UO)?

ty (:

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Bobik
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Re: Interactive FAQ

Post by Bobik » 06 Sep 2011, 10:27

78) I hope that game will adopt close to realism roles: pikeman, cavalry, heavy cavalry, ranged units, heavy infantry and such. Those will be based on skills and equipment (armor and weapon types mostly)
79) Knockdowns, disarms, AoE with arrows are planned.
80) SoftHP - kinda yes - potions. Hard HP - only to stop bleeding from deep wounds.


Chavoda
 
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Re: Interactive FAQ

Post by Chavoda » 06 Sep 2011, 12:52

81: What is soft and hard HP, what is is the difference between them. (not sure if it is mentioned anywhere else, could not find it)
82: Can anyone become a member of any [single]nation at any time regardless if they are in a guild or solo(assuming the nation accepts you)


Bergheer
 
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Re: Interactive FAQ

Post by Bergheer » 07 Sep 2011, 10:47

83: I was reading some topics and it appeared to me that there will be no npc traders. How will the game developers add money in the game economy with no npc's? I think the only way that this could happen is adding different currencies for guilds. Or do you have other plans?
84:Will the developers prevent that one or two guilds will rule the world of "life is feudal" by restricting the amount of land you can conquer or directly control (for example max: 5% of the worldmap)?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 07 Sep 2011, 13:42

81) Written abit about that on our site. In few words: HardHP = actuall health, SoftHP = consciousness
82) Failed to understand that question
83) There will be NPC traders in a central NPC city and we plan player vendors but later, after release.
84) Amount of land per guild will eb limited, amount of guilds in alliance and their lands - no limitations.


Chavoda
 
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Re: Interactive FAQ

Post by Chavoda » 07 Sep 2011, 13:53

85: Are Nations/Kingdoms a actual in game mechanic, (see Q64) or is it simply a other name for guild controlled land. (my 82 question is based on Nations being a separate mechanic were a guild or multiple guilds can start a single nation)

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Bobik
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Re: Interactive FAQ

Post by Bobik » 07 Sep 2011, 14:54

85) Actual game mechanic. It's alliance of guilds, where one guild is leading and the rest are following. Tributes will be possible also.


glenncariaga
 
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Re: Interactive FAQ

Post by glenncariaga » 07 Sep 2011, 20:21

reposting as requested:


86) i was reading another post regarding tracking... will there be a stealth system that allows you to wreak havok that way, ala stealthed rogues in WoW? or will everyone have some sort of ability to sneak up on other players? or will you see everyone a mile away?


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Re: Interactive FAQ

Post by glenncariaga » 07 Sep 2011, 23:05

87) there is metion of solo play. what's that going to be like, especially since there won't be traditional mobs to kill, and lack of quest NPC's?

88) how big is the world going to be, i read that it is going to span from the fall of rome until pre-gunpowder era. will there be "crusades?"

89) how will you balance ranged vs melee?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 08 Sep 2011, 07:11

86) there will be no invisibility in any ways. You will have to use obstaсles (bushes, trees, landscape features) to hide from enemy or stay behind him. So ye, in theory you will see everyone miles away.
87) Peacefull crafting, your own small shed, small garden, alot of hunting (since you'll have to travel really far to stay alone and away from major guilds and alliances). It's just another way of gaming, try to shift you way of thinking away from WoW levels, mob farming and battlegrounds arenas.
88) World will be 21,5 * 21,5 kilometers = 462,5 sq.km. It's up to players to have crusades or whatever they like to do - we won't force something like that with game mechanics or scripts.
89) Pretty much like it was in real world - shileds>ranged, speed (cavalry)>ranged, range>rest.


Garetheis
 
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Re: Interactive FAQ

Post by Garetheis » 08 Sep 2011, 10:21

I thought you guys said that there would be no cavalry because it would unbalance your game

Four legged running <> cavalry. It's just a joke, for those, who understand.
... Wow lol do jokes get any more lame? :P Btw most Americans wont get it they'll just think that you wont have mounts...


glenncariaga
 
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Re: Interactive FAQ

Post by glenncariaga » 12 Sep 2011, 16:43

90) what will claiming territory look like?

Per bobik:

Players will have a right to claim territory, it will be visible, if territory rights overlay will be active or simply by getting near that territory. You can't make someone to unacquire his territory, unless you're a leader of country, that have claimed that territory by building city and special building (that cause all territory in some radius to become a territory of that country). In that case you have a right to give or take away personal territory claims to your men. I think we will work out something, that will give some time for previous claimant of that territory to befriend with a new feudal or move to another spot and claim land there.


Uzikaljhamin
 
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Re: Interactive FAQ

Post by Uzikaljhamin » 13 Sep 2011, 13:29

91) What do you think your biggest challenge in getting the game completed will be?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 13 Sep 2011, 14:49

91) Not really gameplay realted question, but whatever. Biggest challange will be to make all that monstrous game to run smooth and lagless, and especially during first days of release or server wide sieges.


glenncariaga
 
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Re: Interactive FAQ

Post by glenncariaga » 15 Sep 2011, 07:22

92) how many people can there be maximum in a localized area? ie how many people can you have in your small castle at one time?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 15 Sep 2011, 11:19

92) We hope that we can handle up to 300-500 people in a one small area without significant lags. But it's too early to talk about that.


glenncariaga
 
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Re: Interactive FAQ

Post by glenncariaga » 15 Sep 2011, 22:38

93) how do you envisage the rank/hierarchical structure working? Will there be a world wide set rank, ie only 1 true king in the world?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 16 Sep 2011, 06:20

93) No, global ranking won't be game enforced.


Sisma89
 
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Re: Interactive FAQ

Post by Sisma89 » 19 Sep 2011, 06:53

94) What will be the system requirements like for the game? Will the graphics be "scalable"? "Will i be able to play it on a laptop? ( didnt see requriements mentioned in other threads nor faq)

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Bobik
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Re: Interactive FAQ

Post by Bobik » 19 Sep 2011, 07:04

94) We will do our best to make our game as much scalable as possible in a field of graphics. You'll be able to play on a laptop, it all depends on how good your laptop is :)


glenncariaga
 
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Re: Interactive FAQ

Post by glenncariaga » 19 Sep 2011, 13:41

95) any environmental effects (ie day/night cycles, weather) in the game, and will it actually affect game play?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 19 Sep 2011, 14:10

95) there will be day/night cycles and hopefully weather system. But it will affect only players by limiting their visibility.


Eskaldar
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Re: Interactive FAQ

Post by Eskaldar » 19 Sep 2011, 18:06

Zdarova Bobik, hi all.
sorry from my english, hz mojno li tut translitom pisat'
96) I whant ask about melee combat, how it work ? I heard a podcast but something don't understand.
will only be one swing or not ? (i mean it like be only right swing or left swing, or it be and right and left and overhead). if i right understand all weapon have be self speed (mb i wrong) and if you have 2H long weapon its speed be low and another if you have 1h short weapon speed be faster.
p.s. thx for answer, anyway.
Ya veryu v rossiskiy gamedev!


glenncariaga
 
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Re: Interactive FAQ

Post by glenncariaga » 20 Sep 2011, 15:49

97) what's going to be the single largest object a player can build in game?

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Bobik
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Re: Interactive FAQ

Post by Bobik » 20 Sep 2011, 18:23

96) IT's gonna be 4 directions of swing (pretty much same in most other games) left-right, right-left, overhead, thrust. Well, ye, iH weapons will be faster, while 2H are slower. And ye, water is wet and fire is hot BTW :)
97) I think keep or palace (if we ever gonna let players to build palace). But that might change futher in development.


Eskaldar
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Re: Interactive FAQ

Post by Eskaldar » 20 Sep 2011, 19:20

98) how will work stats in game ? ( i mean str con dex and other), will be the differences between race ? what a stat cap ?
99) will be crosshair or not?(i like how it realese in age of chivalry)
100) Great question!!! LIF will be only in English ?(nadeyus' 4to net)

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