MMO Tests - Interactive FAQ

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Azzerhoden
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Re: MMO Tests - Interactive FAQ

Post by Azzerhoden » 08 Dec 2016, 16:30

Azzerhoden wrote:
Karabas wrote:287. the short runs before #1 - how long they will be? few days each? 14/12/2016 is not a weekend day.....
  • Answer: At least 1 week, hopefully longer.

290. Wait, what? Everything I have seen stated wave #1 starts Dec 14th. Now it's not starting? I have guildies lined up to play. If this is a short run will those with access to wave 1 have access? Will characters get wiped after?
  • Answer: No idea where did you get that it's not starting.
    There will be wipe at the end of Wave #1.


291. From question 287 it sounds like there will be more short waves before the start of wave 1. Yet I had thought that wave 1 started on the 14th. I am trying to reconcile the conflicting information, but perhaps I am just reading it wrong.

Updated - Thanks Sharana, that is the details I was looking for. I would also count all as 'wave 1', and it is appropriate for the servers to be up and down while new content is added and bugs fixed. Cheers!
Last edited by Azzerhoden on 08 Dec 2016, 20:19, edited 1 time in total.
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Re: MMO Tests - Interactive FAQ

Post by Sharana » 08 Dec 2016, 16:52

Azzerhoden wrote:291. From question 287 it sounds like there will be more short waves before the start of wave 1. Yet I had thought that wave 1 started on the 14th. I am trying to reconcile the conflicting information, but perhaps I am just reading it wrong.


Wave 1 starts Dec 14. and will run without wipes till wave 2. BUT - wave 1 won't be 24/7, the servers won't be up all the time. 1+ week at start with servers offline during NY and russian Christmas (early january), then longer then a week period - slowly working towards 23/7 near the wave 2.
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Re: MMO Tests - Interactive FAQ

Post by Aster Lunar » 08 Dec 2016, 17:34

292.
Sorry if this question has already been answered but do plan to add some kind of in-game private message system to the MMO?

A "send a raven" kind of thing would be cool to communicate between guilds / Kingdoms, endorse intrigue, forge secret alliances...etc.

Maybe we could send sealed messages using homing ravens / pigeons raised in crafted bird cages. It would be even better if they could be shot with an arrow before they reach their destination and deliver the message. But all this seems too complicated and far away for the current focus of the devs I am sure ! Maybe an idea for a future addition.
  • Answer: Unfortunately, all those ideas does not really work, because everyone will just get connected in skype/forum/email/TS whatever and all those super intrigues and ravens will not work, unfortunately.

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Khan-
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 08 Dec 2016, 21:14

293. Will players be able to join any regional server they want ? A NA player join Asia server, European joining NA server etc ?
  • Answer: We do not plan any regional limitations so far.
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Re: MMO Tests - Interactive FAQ

Post by Scruffman » 09 Dec 2016, 15:01

294. So when is Wave 2 planned for? Will LiF:YO owners get 1 free ticket to the mainland?
  • Answer: Wave #2 will start not long after Wave #1 is finished. And yes, LiF:YO owners will receive one character ticket.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 10 Dec 2016, 13:36

295. Will kingdoms have the possibility to be in alliance with another kingdoms with the game mecanics without becoming the same entity ? Are will they be only out the game ?
  • Answer: It won't be possible. At least not by in game mechanics. Whenever one kingdom accepts alliance invitation from another, it will become a vassal country and all its previous vassals will also become vassals in that kingdom.
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Re: MMO Tests - Interactive FAQ

Post by Cian » 10 Dec 2016, 20:21

296. If it is determined that regional servers are not feasible due to population concerns will it be possible to abandon the prime time idea and simply let the defender pick the siege time as they please?
  • Answer: We will see. If something will not work as intended, we will change it of course :)
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Re: MMO Tests - Interactive FAQ

Post by Katranius » 10 Dec 2016, 21:11

297. Is it possible that the trees will not grow old and die, in the territory of the monument!? Even if only in YO...
  • Answer: Everything dies... Life is Feudal.
    But if you want to do it in YO, you can try to create a new object (like "stool") that will have a model of a grown up tree. You will be able to place it anywhere and it will not grow old and die. But that will require some modding skills from you.

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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 11 Dec 2016, 10:19

298.Will the stump still can grow to be a new tree(only reduced quality)?
  • Answer: No, it can't now and it won't.
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Re: MMO Tests - Interactive FAQ

Post by Stormsblade » 11 Dec 2016, 21:13

299. What level of guild management of access to storage will be available in Wave 1?
Will I be able to set any building as access to certain ranks only?
Will we be able to set individual ownership?
  • Answer: As detailed as possible. Yes, you will be able to designate rules for each individual object for each individual entity (player, guild rank, guilds with certain standings, guilds etc).

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Azzerhoden
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Re: MMO Tests - Interactive FAQ

Post by Azzerhoden » 12 Dec 2016, 05:30

300. Being that this is the magical number 300, is there any terrain in the game that well allow us to defend with a small group against an overwhelming Persian army?
  • Answer: I think that in some northern or southern armies you will be able to find a few such spots. And you're always free to create them ;)
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Stormsblade
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Re: MMO Tests - Interactive FAQ

Post by Stormsblade » 12 Dec 2016, 06:15

Azzerhoden wrote:300) Being that this is the magical number 300, is there any terrain in the game that well allow us to defend with a small group against an overwhelming Persian army?
The hot volcano gates. :D

301. Do the LiF MMO server squares use the same advanced forest growth algorithms as LiF:YO?
  • Answer: Yup, they do.

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Karabas
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Re: MMO Tests - Interactive FAQ

Post by Karabas » 12 Dec 2016, 17:34

302. Any plans to rebalance containers? a human can pull a cart with 1200 , so a horse should be able to pull more..... 2500? 3000?
another idea - with slowered growing speed we need to have MUCH MORE WOOD and food and vegetables in warehouses.... so warehouses should be tuned up abit =) :angel:
  • Answer: We'll look into it. Kinda agree with you.
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Re: MMO Tests - Interactive FAQ

Post by Sharana » 12 Dec 2016, 17:50

303. Bobik, is there are a chance that you will change your mind about x1 during the wave 1? That's speed designed for long living server and it's fine, but during a test wave? Wave 1 will have longevity of average YO server - about 3 months and unlike YO it won't be up all the time - there will be days and weeks of offline time. The majority of the testers won't even reach 90 skill before the wipe and such speed is simply discouraging when you know that the wipe will come in about 3 months and you have to regrind these 3 months again. x1 is grinding on a "server" you expect to play year and more, not 3 months "test", so it's not a test of functionality if you grind most of the wave to reach 60 skill. x10 like on the short waves will be too fast I agree, but x3 to x5 is not unreasonable. Hell even x2 if you want us to live in shacks and run around naked without even unlocking cooking till the wave 1 is almost over, but definitely not x1...
  • Answer: I think you're correct. We will think about x2 at least.
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Karabas
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Re: MMO Tests - Interactive FAQ

Post by Karabas » 12 Dec 2016, 17:54

maybe atleast growing speed increse abit? :angel:
or we will not be able to even test in once ....
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 12 Dec 2016, 23:58

304. IF someone get spawn killed, killed, respawn, killed etc... will there be an alternative respawn point, like capital city, maybe after 3-4 kills ? (a little like being knocked down 3 times in a row, letting us choosing if we want to die)
  • Answer: We will implement it if such situations will occur. I mean, the killer must be inside your house to do that, and that should not happen often...
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Karabas
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Re: MMO Tests - Interactive FAQ

Post by Karabas » 13 Dec 2016, 07:09

Well asked )) we always able to press button "logout" ))) or just not to press "ok"......
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Re: MMO Tests - Interactive FAQ

Post by Karabas » 13 Dec 2016, 11:29

305. about bare-footed runing speed penalty - any plans to implement the damage to boots from using - runing and walking? whould be realistick..... stone stairs recieving dmg when i step on it =)

so may be add a supporters or premium starter's leather boots of poor quality to payd packs? with durability for like 10 kilometers of walking/running? =) so ppl will have to deside - use it right from start or save to another moment =)

it could be really usefull little bonus, but not too huge to become p2w =) better whan useless starter's primitive tools =)

p.s. increased walking damage to boots when overloaded may be .... =) :beer:
  • Answer: No comments about the stairs :) As about boots damage - we might implement it someday. And the tools won't be primitive, but I got you, good ideas :good:
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Re: MMO Tests - Interactive FAQ

Post by duddey » 13 Dec 2016, 17:45

306.Will you add the posibility of building underground and allow building doors at the entrance of mines during anytime of the development just like Wurm Unlimited??
  • Answer: Yup, some objects that can be built underground and cannot be moved later should be implemented. Just not very soon.
307. Will you visually add chickens, horses, rabbits, cows, pigs etc in the stables and chicken coops?
  • Answer: Maybe. Although, that is not our priority at the moment.
308.I think that being able to store a horse in the inventory would totally break the game immserion. Will we be able to bring a recently tamed horse to our stable by pulling them with a rope?
  • Answer: We don't have any plans to change current horses handling system.
Thanks you very much fandango style Bobik :beer:
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Re: MMO Tests - Interactive FAQ

Post by Johnofthemeadow » 13 Dec 2016, 20:54

309. Will there be some way to prevent instant combat logging? like a disconnect timer?
  • Answer: It is already there. Steam integration prevented us from implementing log off timer because Steam actively terminated all connections as soon it lose connection with its client. Since we're talking about MMO - there is no Steam and no such problem. Players' avatars will stay in the world for 10+ seconds before disappearing. It should already work.

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Re: MMO Tests - Interactive FAQ

Post by Lako » 13 Dec 2016, 21:25

310. Are there any plans to allow me to go through enemy green fields during my marches of war, setting fire to the plantations so that they perish in the winter?
  • Answer: Fire? no. But some kind of economy-damaging mechanisms can surely be implemented.


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Re: MMO Tests - Interactive FAQ

Post by Wookiee420 » 13 Dec 2016, 21:50

311. "Silly" 2 part question here. Part 1, almost everything online outside of forums requires some sort of strong account password like upper/lowercase and number/symbols, is there any plan for that?
Part 2: Are there any plans for any sort of "extra secure" security functions? Like steam offers you protection involving your cellphone, or even some "newer" MMOs do that too.
  • Answer: We're using Xsolla tool, called Xsolla login. So far your account is linked at least with one social media account. You can link it with more accounts. I don't know yet, but I think we can arrange 2-factor authentication sometime closer to the Open Beta tests (wave #2)
312. Are there any plans for any outside app interactions? Like you can "second screen" hud data or track your timers, or notifications of things (raid, guild plans, war delcaration, etc)? This too is something I have seen in a few other MMOs, and some single player like your pipboy for FO4.
  • Answer: Not exactly what do you want, but we already have a mobile app that is very close to its full release. So far it contains only minigames (https://www.youtube.com/watch?v=DcHnIHFzS6E), but we plan to add functionality, provide it with in game chat, ability to push notifications from guild leader to all members and some other stuff. In future your smartphone will be your "pipboy" for LiF :)

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Re: MMO Tests - Interactive FAQ

Post by Johnno13 » 14 Dec 2016, 01:35

I have a question I got this email that said this: Greetings, warrior of Life Is Feudal!
We are all happy to announce: on December 14th, the First Closed Beta Test of Life Is Feudal: MMO will officially open its doors for the players!

For the next two weeks - until the December 28th - the #1 Wave of CBT will be held, where you will finally be able to look closer at the new world we’ve been creating with such precision.

and then it says here:

We plan a couple of testing runs for this wave with the first one starting on the 14th of December 2016. Plans for the next testing runs of Wave#1 will be announced shortly after the end of the first one.

My question is is this first wave ending after 2 weeks and if so is that going to be wiped so when we come back for the 2nd it will be brand new again?

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MrTopbanana
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Re: MMO Tests - Interactive FAQ

Post by MrTopbanana » 14 Dec 2016, 01:51

Wave 1 got some breaks.
The longest should be from 28rth december to 8 january,
This are kinda the russian new year/xmas vaccations
Last edited by MrTopbanana on 14 Dec 2016, 08:26, edited 2 times in total.


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Re: MMO Tests - Interactive FAQ

Post by Gillmere » 14 Dec 2016, 02:18

Johnno13 wrote:I have a question I got this email that said this: Greetings, warrior of Life Is Feudal!
We are all happy to announce: on December 14th, the First Closed Beta Test of Life Is Feudal: MMO will officially open its doors for the players!

For the next two weeks - until the December 28th - the #1 Wave of CBT will be held, where you will finally be able to look closer at the new world we’ve been creating with such precision.

and then it says here:

We plan a couple of testing runs for this wave with the first one starting on the 14th of December 2016. Plans for the next testing runs of Wave#1 will be announced shortly after the end of the first one.

My question is is this first wave ending after 2 weeks and if so is that going to be wiped so when we come back for the 2nd it will be brand new again?


No wipe, Wave 2 will be in 6 ish months... They are doing wave 1 in phases to monitor everything.

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Re: MMO Tests - Interactive FAQ

Post by Johnno13 » 14 Dec 2016, 04:22

So you mean that when they close the beta from the players when we come back the work we have done will still be there?


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Re: MMO Tests - Interactive FAQ

Post by Wookiee420 » 14 Dec 2016, 06:50

Johnno13 wrote:So you mean that when they close the beta from the players when we come back the work we have done will still be there?

for all of wave 1 yes


Backtk
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Re: MMO Tests - Interactive FAQ

Post by Backtk » 14 Dec 2016, 14:16

I have a question, i'm a beta tester but alone is hard valutate the server, in our clan 2 of us are beta testers but i ask you: can i propose to give to my guilds mate (with YO) the beta access? In this way we can test guild system and create a camp for play mmo

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Weye
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Re: MMO Tests - Interactive FAQ

Post by Weye » 14 Dec 2016, 18:56

trying to keep launcher updated while we wait, but now when I try to login I get this error http://imgur.com/a/aZGVJ and now its gone, maybe had to do with server restarting


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Re: MMO Tests - Interactive FAQ

Post by Putzig32 » 15 Dec 2016, 03:53

313. Do you thinck people are aware of the problems that there are at LiF YO with people raid your towns and destroy all of your work and just "get away with it"? Cause in smaller servers you have game masters who prevent players from destroying stuff without reasons while the owners are offline...

Or with other words, are buildings still will be "easy" to destroy?
  • Answer: Nope. If you have a guild claim, no one can destroy anything on it. Unless it is another guild, that is at war with you, and it is a JH now (turned off on MMO servers for now). That is a temporary mechanics, once we will implement Siege and Battle systems, guilds in wars will have to win a series of battles to downgrade a monument of their enemy and only THEN they will be able to siege it and potentially destroy.
    Also, I don't know what kind of servers you have played, because building a monument and turning off JH means that buildings on that claim can never be destroyed, while monument is up. And no GM interference is needed...
314. If someone jumps over your wall with a horse or what so ever, and destroy your house where you normally spawn. Do you spawn at a random place after? Or do you spawn then at a random place at the map/server when your house is burned and you die?
  • Answer: You will spawn in the Central City.
315. Will there be any game masters, witch you can talk to? like help out with little bugs; changing names; political affais; wars; trolling; the "i´m stuck" problems and what so ever?
  • Answer: Yes, there will be some. But we design our game in that way, that GM interference should be minimal and mostly for some server wide events.
316. Do you plan to bring in NPC enemys or like maybe Bandits or something to the game? Think of all the castles and towns, witch run down, cause people stopped playing or went to another town? With no claims, but some tasty loot left? It would be nice to see some NPC Looters looking around in abandoned places, aswall as at the side of a farout road.
  • Answer: We're preparing Natives. You can see some of their concept art in our Devblog. Maybe in February you'll be able even to see them in game *fingers crossed*
Sorry, many Questions. But to be ohnest, still many to ask... ;)

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