You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.
Protunia wrote:My reasoning is that it automatically Eliminates PvP and has Players warping to places without any chance of PvP happening at all. Having to travel will in fact bring the chances of PvP, Adventure, Exploration and Danger with other players who decide to play different roles in the game like bandits.
In fact if you had such warping that would be used heavily through out the game for alts and new players and pretty much set up the game for an empty experience from the main town when entering the mainlands.
I am pretty much against any type of Portal System in this game as well that allows you to travel between area's without travelling there first and binding because again it would eliminate major parts of the games experience of adventure, exploration, danger, etc....
I like the way they have it set up now and would not change it for the reasons I stated.You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.
Thokan wrote:As it says the NPC starter city is for new people to get their bearings and maybe find people to group up with in the first place, it is not designed for people already in a group.
You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.
Protunia wrote:Thokan wrote:As it says the NPC starter city is for new people to get their bearings and maybe find people to group up with in the first place, it is not designed for people already in a group.You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.
It doesn't quite say what your are saying there you are reading a lot into that statement and ignoring things it says as well.
It says Group Up......If you know a Group how do you get into the Group?
You "Group Up".
It also says "If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely."
Anyhow I fully expect more players to want the easy way out on this topic so we shall see what happens in game.
Protunia wrote:One more thing the edge of the map is only 11 km so travel time will not be some huge problem at all esp. with Horses.
So I see no reason for this Idea that we need to warp to Safety from the Starter Island and completely avoid the Main Central City and Travelling.
This is all about avoiding PvP and Ensuring Safety without risking anything at all when coming into the mainlands.
The strange part for me is you were on the PK thread talking about how harsh it is for Pkers as well.
Here is what I see....PKer wants to warp away from all players to edge of the map without risking anything, but wants PKing to be easier for him....
In other words you are trying to have things that help your playstyle....can't blame ya, but I don't agree with them.
Horses? How would you be able to buy/acquire a horse as a freshly spawned character?
It is not about avoiding PvP. Never was. It's about not having to walk across the map just to actually start playing the game.
I never gank, I am a paragon of white, fluffy virtue in-game. I just want logic, sense and frrrrreeeeeedoooooom!
A sandbox crafting openworld building MMO is best on foot.
Protunia wrote:Horses? How would you be able to buy/acquire a horse as a freshly spawned character?
It is not about avoiding PvP. Never was. It's about not having to walk across the map just to actually start playing the game.
I never gank, I am a paragon of white, fluffy virtue in-game. I just want logic, sense and frrrrreeeeeedoooooom!
Here is one of your very first posts..
You are already getting Pocket Ponies....A sandbox crafting openworld building MMO is best on foot.
discussion-of-backpacks-and-the-mounts-therein-t439/page30/#p4624
Proximo wrote:What is word of mouth guild information? I've never seen that combination of words and how does talking stop expansion?
Spawning randomly in the wild will only result in being lost and then dieing and respawning back at the town. Talk about a time sink.
it's a big map and a new player needs a point to navigate off of. The center of the map gives them the ability to look north, south, east and west and plan there navigation from there. If you spawn in the NW how would you know on a fresh spawn? You wouldn't and you'd get lost. There are also basic tools in the starter town you made need to start your first home.
Krevente wrote:I would like to see the ability for guilds to build Embassies in the starter area and have to pay a higher maintenance fee for them. Darkfall has the floating names of guilds that control certain points, but I'd rather it be a more immersive system that allows players to walk through an 'Embassy' District.
Guilds would be able to set descriptions and recruiting messages on their NPCs so that newbies could essentially shop around and learn more about them. Maybe even have a one-time, one-way ticket from the embassy to the guild's city from an NPC that would be paid for by the guild. For example, I 'refill' the NPC's charges to port newly joined members by paying for X number of tickets.
Proximo wrote:What is word of mouth guild information? I've never seen that combination of words and how does talking stop expansion?
Spawning randomly in the wild will only result in being lost and then dieing and respawning back at the town. Talk about a time sink.
it's a big map and a new player needs a point to navigate off of. The center of the map gives them the ability to look north, south, east and west and plan there navigation from there. If you spawn in the NW how would you know on a fresh spawn? You wouldn't and you'd get lost. There are also basic tools in the starter town you made need to start your first home.
Bobik wrote:SaresITA89 wrote:...
YES map:
I play the game; I press "M" I see a map; I press "M" I return into game.
That is how it is already working. And ye, you can see your own position there. But no coords or anything yet.
We need that map to show active guilds monuments (aka cities/villages) and their holders name/helardry to represent current global political situation.
You realize they currently have an ingame map right? No one is going to be lost. Letting people spawn at their guild house would just be more convenient.
Protunia wrote:You realize they currently have an ingame map right? No one is going to be lost. Letting people spawn at their guild house would just be more convenient.
Convenient??? Did you just say that? Really???
Whats next? I mean since you need things more convenient is there anything else they should change to make the game easier for you??
Sorry but....Life is Feudal.
Besides....The Adventure is half the fun.
Arrakis09 wrote:Protunia wrote:
People CAN actually spawn in their guild house or any house at all which they are abound to at certain moment. That prevents walking miles from the main city to the guild village.
Krevente wrote:I would like to see the ability for guilds to build Embassies in the starter area and have to pay a higher maintenance fee for them. Darkfall has the floating names of guilds that control certain points, but I'd rather it be a more immersive system that allows players to walk through an 'Embassy' District.
Guilds would be able to set descriptions and recruiting messages on their NPCs so that newbies could essentially shop around and learn more about them. Maybe even have a one-time, one-way ticket from the embassy to the guild's city from an NPC that would be paid for by the guild. For example, I 'refill' the NPC's charges to port newly joined members by paying for X number of tickets.
It would also help to have different 'settings' for it to prevent spies from other groups from abusing it. I could set it to only port on permission from an online officer to prevent abuse of the system to sneak potential enemies into the guild city. I could also set it to spawn the person inside or outside the city walls and it would be a one time use for new recruits. Maybe even have a tavern or special building able to be designated as the new recruit spawn in landing area.
Protunia wrote:Convenient??? Did you just say that? Really???
Whats next? I mean since you need things more convenient is there anything else they should change to make the game easier for you??
Sorry but....Life is Feudal.
Protunia wrote:I see things completely different here.
Not only are you trying to skip a portion of the game with this warping for your own safety and convenience.
You are not even thinking about any other players at all in game including new players that are just coming into the game.
Would it not be better to actually have people travel and explore from the main city and perhaps pick up another new players while there?
Instead of that what would happen is chat looking something like this.....
LFG Port please PM.....
Guild is giving Ports PM me....
Need Members have Open spot will Port.....
and any immersion is completely thrown out the window.
Not only that by using something like this you basically take away any kind of experience's from other players out in the game world as well.
What good is warping new players directly to a castle and saying here you are now start making bricks???
I just do not think Screwing up immersion and game play for everyone else is right because you might feel inconvenienced by having to travel to a bind point.
Anyhow at this point if the game wants to do this it is their choice I just think it takes a lot of away from many parts of the game when you add this kind of thing from the start of the game.
People can warp anywhere on the map randomly from the starter island as I showed before and its their choice to do this and chance being in the wrong spot and having farther to travel or starting at the main city like everyone else will.
Besides once the trip is done and a player binds they will never again have to make that trip and can bind warp to their hearts content.