MMO Tests - Interactive FAQ

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Finan
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Re: MMO Tests - Interactive FAQ

Post by Finan » 22 Dec 2016, 12:09

325. Is their any consideration to change the skilling part?
Now it is really a grind to level up crafting skills. I mean it is good not to get everything too early, but it makes no sense for me to build things up and destroy to levelling construction or masonry. There are so less things (only 3-4 objects) to craft in early construction.

Only gaming experiance will be building up things and destroy it and to this again and again.

Maybe it will be better that the duration of building objects will be longer and with more skill points than do to things that makes no sense.
  • Answer: Yes, we've collected a lot of data on how skills progression was in the current beta. We will make tweaks accordingly and have some ideas about how certain skills can be progressed faster.

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Re: MMO Tests - Interactive FAQ

Post by Arzi » 26 Dec 2016, 14:12

326. How much time the tree growing cycle is in wave1?
  • Answer: About a real-time week for one stage of growth.


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Re: MMO Tests - Interactive FAQ

Post by Katranius » 27 Dec 2016, 14:31

The growth of the tree takes place so slowly that a nightmare! :( To begin playing in the South is absolutely not real. Development delay will be for a month or more.
327. There will be wave #2 of accelerated tree growth in the first 2-4 weeks? :)
  • Answer: Nope.

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Re: MMO Tests - Interactive FAQ

Post by Veda » 29 Dec 2016, 17:29

328. Will the keeps have an (political) influence ? Will have a real effect ?
  • Answer: Nope, they will act as a point of spawn, that will work during JH and sieges and will spawn players with a lowered resurrection sickness. Also, we plan to redesign large keep in a way that it can be placed on top of the monument to protect it from the trebuchets and melee invaders, so it has to be destroyed first.
329. Will we have churves and cathedrals ?
  • Answer: Not decided yet. But definitely, it will be our religious buildings with our own architecture.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 30 Dec 2016, 21:39

1000th post on the forum :twisted:


330. Will horses have robes with guild tabards or even special design ?
  • Answer: Probably not. Because horses due to their mechanics can switch owners quite fast. Players cannot switch guilds that fast ;)
331. Any plan for horns with a high range sound or bells that we could ring for alert a village ?
  • Answer: No certain plans, but sounds as a good idea. We will consider it.
332. When will you be able to tell us more about : climbing (I though it was totally removed due to the name change of this skill), swimming, any improvement of arts skill ?
  • Answer: Climbing is considered as quite important mechanics and we hope to implement it before we start open beta tests of MMO. As about other skills - they are not our priority ATM.
333. Sharana said cooking will change, any words on it ? :D
  • Answer: Ask Sharana? :) I don't know anything about it.
334. Will you improve interest of Parched Winds/Southern Drifters/Icy Hermits ? I can't imagine people will go their because they love it :no:
  • Answer: I'm quite sure, that once MMO map become crowded some guild will consider it as a good option to move there. At least there will be less competition for those lands.
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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 31 Dec 2016, 14:27

335. Will there be any changes to the stat strenght, because weapons with high strength requirement scale very poor with it. Everyone will switch to light weapons with high constitution, because constitution scales with HP + speed now.
  • Answer: We might consider it, yes.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 31 Dec 2016, 22:11

336. As textures are here, and the game is mature, do you plan to add more nudity/gore/bloody/guts stuff ? adding parental control for young players ?
  • Answer: Not our priority TBH. I don't think that it will add that much of a value to our game. Life is Feudal, but not THAT much.
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Re: MMO Tests - Interactive FAQ

Post by Linbaba » 31 Dec 2016, 22:47

337. After the many debates and polls, are you considering changing, or rather, increasing the skill point cap?
  • Answer: Not really. Intellect should help you with that.

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Re: MMO Tests - Interactive FAQ

Post by Saar » 02 Jan 2017, 07:54

338. What have you planned about Minor capacity tree? Almost of them have only a rank 0 capacity/utility and no interest to increase them.
  • Answer: It is called Minor for a reason. But we might add some more valuable skills or rework current ones sometime later.
339. Do you envisage the possibility to implant a kind a fog of war on the world map?
  • Answer: No. It will never work. Community created maps will appear quite fast + we consider to show the political map with cities and heraldry of guilds owning them, so there is little to no point in trying to hide anything big.
340. When a skillpoint is locked, we don't gain any points on caracteristic. Is it intent?
  • Answer: Yes it is.
341. What will be the regionnals servers? On your website you speak about EU, CIS, North America, South America and Asia but on the forum I didn't see the same (but I'm not able to find again the topic). Can you clarify?
  • Answer: Since we don't have those regional servers (yet), we didn't create according forum sections (yet).
342. cancelled. sorry
Last edited by Saar on 03 Jan 2017, 08:50, edited 1 time in total.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 02 Jan 2017, 14:39

343. Few titles were available in the game : 90/100 skill titles and guild rank titles.
What about those one : Thug, Royal Knight, Believer, Crusader, Farmer, Slave Driver, Chemist, Druid or Runner ? How could we unlock them ? Will guild leaders able to give special titles to their guildies ?
  • Answer: Most of them come from Steam achievements. We might implement similar system on our own sometime later. Guild leaders will only be able to provide a guild rank and according title - nothing else.
344. How accurate is this pic from an old interview ? (http://image.noelshack.com/fichiers/201 ... fwupwa.jpg) Regions don't seem to fit this plan, or... are regions free from climate link ? :D
  • Answer: Somewhat accurate. It is quite old and some tweaks were made already
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Re: MMO Tests - Interactive FAQ

Post by Eddiecccc » 03 Jan 2017, 11:20

345 When well the servers be back up i see a lot of different replies to that answer but non of the replies from a dev or quote a dev I recently bought the pack but unfortunately never got to play because the servers are down :cry:
  • Answer: We will make an announcement once we will be closer to the next test run of Closed Beta tests. So far we hope that we will be able to do it before then late January, but early February looks like a more realistic estimate. But again, those are rough plans, we have some refactoring and bugfixing to do, and some bad things usually unveiled during that process that slows development.


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Re: MMO Tests - Interactive FAQ

Post by Sharana » 05 Jan 2017, 04:42

Bobik wrote:
  • Answer: Ask Sharana? :) I don't know anything about it.


346. Well maybe Tolik was misinformed, can you clarify then? Do you have cooking rework in the plans or not anytime soon? Same for weapons (making them harder to craft just as the armors)?
http://i.imgur.com/Cimh8JZ.png
  • Answer: Well, we will decide later if we should stick to such plans or not.
347. Big scale PvP on the MMO was impossible due to the client crashes happening multiple times during a single engagement. Are those client side crashes or also server related? Is there at least slight hope that it will be better for the next run in february?
Also many say that the game crashes, because it takes max 3.5 GB of RAM as 32 bit and once it needs more, when loading area with many terraforming changes or big scale fight it just crashes. Is that really the case meaning that we can't hope for some MMO PvP till you make 64 bit client?
  • Answer: Exactly those are the main reasons of the most of the crashes. And these are the main reasons why we don't know an exact date of next beta test run because we want to fix those issues first. 64 bit client is almost complete and has passed one of QA iterations. So we expect more stable everything in the next testing wave.
348. The MMO (the countless big open and treeless spaces on the map) highlighted something that was known for quite some time, but was "hidded" in the YO map where there is just no open place for such battles - cavalry and archers rule the battlefield and make the infantry obsolete. Many players don't want to adapt to the new meta as their appeal in the LiF combat was melee which simply isn't suited for the MMO and such melee fights happens very very rarely. Do you consider that a problem? Also is it realistic to expect some kind of either combat effectiveness reduction or economic demand to sustain and field cavalry during wars? Like more expensive warhorses (that need expensive saddle and armor), the need to feed the horses and so on?
  • Answer: I think it is too early to say anything certain about such a balance. Archers and cavalry has its weaknesses too. Northern territories are covered with woods, sieges are not really a good place for cavalry, we might boost Combat preparations to make it easier and faster to deploy anti-cavalry pike walls and mantles to cover infantry from archers. But again, it is too early to judge.
Bobik wrote:
  • Answer: Somewhat accurate. It is quite old and some tweaks were made already

349. Can you show us the up to date one in such case? It's not like we ask for the weather settings or detailed seasons, but for example which servers should provide the highest average output for farming goods on yearly basis when you combine the harvests for all 12 months? "The middle" is kind of too unspecific, isn't it? :)
  • Answer: Of course I will not provide any spoilers :)
350. Do the trees in the north grow faster then in the south? If yes what are the timeframes and what triggers the growth? For farming that's weather changes as we already know.
  • Answer: I've stated it multiple times - weather affects everything: crops, trees, farm animals. How exactly - you should figure out. In case of crops we had some bug that resulted the growth too slow. It should not be the case with animals and trees.
351. Do you plan to make weekly or even daily JHs later during wave 1?
  • Answer: We will see. Some schedule needs to be done indeed.
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Re: MMO Tests - Interactive FAQ

Post by Brother » 05 Jan 2017, 05:19

352. Any plans to limit where players can logoff - i.e. within the town/city claim of another guild?
  • Answer: You cannot prevent anyone from unplugging hiss network cable or terminating client process anywhere in the game. We cannot let such character to hang in game indefinitely and it will not be correct to teleport him back to binding point either. I'm not talking about the fact, that it will be VERY hard to track all those logged off characters if they are in the friendly claim or that friendly claim became an enemy claim because of a war declaration recently...
353. Will there be a "global" chat like #testers or #help starting in Wave 2? EDIT: Already answered, my bad.

354. How much access, if any, will we have to the console starting in Wave 2?
  • Answer: So far probably the same. But we plan to restrict access to the console and in-game resources before the open beta stage starts.
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Re: MMO Tests - Interactive FAQ

Post by Linbaba » 05 Jan 2017, 20:11

355. Some people think the game is currently too grindy (even though it was stated that it's actually already 2x faster than intended).
Some people think it's fine, and others would love the game to be more grindy than it is.
Could you share your point of view on this question?
I'd like to be a little cheeky and ask another question before you answer (whatever is your answer) :

why?
(why do you wish for the game to have the level of grind you intend it to have?)

PS. My intention isn't to debate one point of view over another, however I would really like to understand yours!
  • Answer: Most funny part about grinding is that I personally HATE it. I couldn't stand it anywhere, even in WoW I was tired of quest/mob grinding at level 36th or something. But I do know, that some people like tough way and receive more fun and satisfaction at the end of this way. That is why I advocated and explained our skills progression curve everywhere:
      0 - 30: couple of hours
      30 - 60: couple of days
      60 - 90: a week or two
      90-100: a year
    It was designed in a way, that relatively fast (in relation to some other MMO games) you get a game ready character with 60 or 90 in skills that you want/need. And you're 99,9% skill effective. And IF you want a fancy title, or emote to show off to your friends - then you grind for that 100 mark. We believe that most of the skills in MMO got such a progression (I'm still analyzing skills progression logs), but some of the skills (mostly construction/building ones) were unnecessary grindy and we've fixed it.

    But that is skills, and in most LiF:YO servers I've seen that both ideas of progression and skillcap were defiled - x10 x20 and 3000 skillcap. I do not blame such server owners, they've lured players with an instant action, but in a result, most of our player base got used to such an easy way progression.

    So currently I think that x1 should be generally a good multiplier for Open beta and release stage of our MMO. And current skills progression speeds I've seen in our DB logs proves it.


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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 06 Jan 2017, 11:09

356. Are there any differences between the armors except the damage ressitance?

Like Wounds, Bleeding and Fractures ressistance, and if yes how much? There are zero information in LiF wiki.
  • Answer: Their weight and movement speed you achieve while wearing them. And different types of armor have different resistances against different types of damage (slash, blunt, piercing)
357. Will there be any changing to display of claim at the night or something like that?
Because at the moment anyone can see the silhouette of the inhabitants of the claim and that is a very huge advantage for the attacker form the outside.
(Solution would be to see only the border of the other claims to prevent this mechanic)
  • Answer: Yes, we plan to make a radius of claim visibility, so it will be seen in an only short range.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 09 Jan 2017, 20:39

358. How "kingdom claim" is supposed to do when 2 "kingdom claim" from 2 guilds in the same kingdom should be in the same tile ?
will it merge and then it become the true kingdom claim and only the kingdom guild have the rights on it
or like any other claim even in YO, the strongest will push the weakest ?
  • Answer: The strongest will push weakest, no matter of their political standing. Your fief is your fief no matter how friendly you are with a neighbor.
359. What's the minimum distance between 2 monuments ? it seems to be 200 tiles (someone told me that during the wave 1) and 100 from a server border
  • Answer: It is the maximum radius of tier 4 claim + city claim radius. It designed in that way, that nobody can build a claim that will hurt your realm claim with its city claim. But once your neighbours upgrade their monument - your realm claims will start "pushing" each other.
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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 10 Jan 2017, 03:40

360. Battle Survival Skill from combat tree is absoluty useless. Will this skill be reworked?
  • Answer: I do not entirely agree with you. But we might do it.


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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 10 Jan 2017, 12:42

Camil199197 wrote:
Camil199197 wrote:356. Are there any differences between the armors except the damage ressitance?

Like Wounds, Bleeding and Fractures ressistance, and if yes how much? There are zero information in LiF wiki.
  • Answer: Their weight and movement speed you achieve while wearing them. And different types of armor have different resistances against different types of damage (slash, blunt, piercing)


361. That was not my question.
My question was, are there any differences between the armors by Wounds, Bleeding and Fractures.
  • Answer: No.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 10 Jan 2017, 19:25

Camil199197 wrote:360. Battle Survival Skill from combat tree is absoluty useless. Will this skill be reworked?
  • Answer: I do not entirely agree with you. But we might do it.


Agree with red answer :D people don't really understand its f*****g power.


362. then if I understand : 20 city claim + 80 city kingdom = 100 radius claim ?
if we cannot build 2 monument within 200 tiles, no claim should push each other ?
and a refresh for radius on https://lifeisfeudal.gamepedia.com/Claim could be nice :D
  • Answer: Nope, not exactly so. In your example, 20 city + 80 kingdom = 100 radius monument lvl 4.
    You can build a second monument only if it is 20+80+20 = 120 from the other one.
    Claim radiuses are still being tweaked and overall that mechanics is not in stone yet. You are free to update the wiki page, but keep in mind that numbers might change.
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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 11 Jan 2017, 01:27

363. Any plans to change the fractures debuffs from % to fix values? Because the Strength calculation got changed.
  • Answer: We will consider it.

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Re: MMO Tests - Interactive FAQ

Post by Burni » 11 Jan 2017, 15:20

"328. ....Also, we plan to redesign large keep in a way that it can be placed on top of the monument to protect it from the trebuchets and melee invaders, so it has to be destroyed first."


364. Is there possibility that all keeps would be changed to work this way because if this kind of thing is added then everyone who planned to make a keep or people that didnt even plan to make a keep will build a large keep because of the protection it gives which leads to guild only making large keeps and ignoring other keeps?
  • Answer: Well, smaller keeps will still work as a combat respawn points with a shorter resurrection sickness penalty and maybe some other bonuses we will implement later. Large keep will have just one more bonus - monument protection.

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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 13 Jan 2017, 10:56

365.Any idea for some bottoms(or others) near the progresing bar which can be click and can boost it , instead of AFK(such as collecting fibres ).
(i thought this is fit for somebody who dont want to spend lots of time on it)
  • Answer: Not entirely sure that I got your idea correctly.
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Re: MMO Tests - Interactive FAQ

Post by Saar » 13 Jan 2017, 11:27

366. Some players fear a PvP’s band installed on some tiny shacks who declared war to everybody in order to troll.
They weren’t able to evolve but they can do a lot of damages until guilds go and rush them. Even after that, they can rebuild another monument to do it again and again.
Will Life is feudal have some mechanism to help forbid/restrain this kind of comportment?
  • Answer: React and destroy them faster? I don't think that some small guild should be able to deal any damage to a bigger guild if that bigger guild acts correctly. I think that is too early to talk about such griefing.

367. Knowing that LiF is using the Torque 3D game engine, which is open source and used in many games, it is easy to customize the client.
Customization could range from simple display of technical information like the current coordinates of the player to complex game exploits like a resource finder.

In YO, it is not very critical but in the MMO, it could lead to major differences between the players.
What are your thoughts concerning this topic?
  • Answer: We are using an authoritative server architecture, meaning that almost all important information is calculated on the server side. Thus doing anything with a client will not provide any advantage at all. For instance, hacking a client will never give you any resources information that you don't see by yourself. Yes, some kind of radar and wallhack is possible, but well, it is easily done in other games (CS:GO for instance) and open source does not make much of a difference.

    Our game is not an FPS shooter so seeing someone through the wall is NOT that much of advantage. Anyway, we will combat and ban cheaters in the same way ass all current games do.

368. Why chose to manage the guilds through an external website and not with an in-game mechanism?
In the future, will we be able to manage the guilds in-game?
  • Answer: Well, while in-game, you can press Esc and open in game browser to manage your guild. Also, you can manage your guild on our site just using your normal PC browser. So we have both options available now.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 13 Jan 2017, 21:32

369. Seasons, biomes etc are important for farm animals, trees, crops... do you think to split herbs availability between regions ?

like region A have only 56 herbs, region B 56 herbs too but some that region A hasn't, and A has herbs that B hasn't, region C 36 herbs... etc... like pokemon... gonna gather them all... or trade them all... because it could be a very nice thing for traders :beer:
  • Answer: Herb's diversity will not really work, since recipes that you craft out of them depend on your character. Some might be lucky and crafting valuable cocktails out of herbs that are growing in their region, but some maybe not that lucky.
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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 14 Jan 2017, 07:16

Artoria Pendragon wrote:365.Any idea for some bottoms(or others) near the progresing bar which can be click and can boost it , instead of AFK(such as collecting fibres ).
(i thought this is fit for somebody who dont want to spend lots of time on it)
  • Answer: Not entirely sure that I got your idea correctly.


370.what i exactly meaned that i thought we couldnt just stare at the progressing bar goes,if we can do something during this short period of time so we wont get boring , just some randomly clickable (like another minigame) bottoms which can boost the progressing.
  • Answer: We have a whole minigames system for a good amount of skills. We will grow it and add more minigames to a bigger amount of skills if it proves to be interesting and fun.
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Re: MMO Tests - Interactive FAQ

Post by Kapustin_Yar » 14 Jan 2017, 07:30

Khan- wrote:369. Seasons, biomes etc are important for farm animals, trees, crops... do you think to split herbs availability between regions ?


While a nice idea it only goes so far. Remember we can just plant the herbs in herb gardens, so the problem of availability is easily solved.

I could imagine climate and location might influence the frequency and type of herbs. Instead of having one tile of homogenous forrest floor with random plants on it, there could be locations and climates where more of a certain herb grows.

This would make it somewhat regional, but not exclusive. You'd still find any herb, but some in rather small quantities, while you have loads of others. Since the same goes on elsewhere this could also encourage herb-trading.

---
On the whole idk how much sense the discussion makes as long as there are herb gardens. I don't want to lose the gardens, but maybe there could be some wild herbs that simply won't grow in gardens. Or some you need to combine with, e.g. a type of mushroom to get to grow in a garden.

I always found it a shame that herb gardens remove the need to trade with others. On the other hand it was just necessary to keep up with all the herbs you need for crafting alone. Maybe some of the easier herbs you need for basic crafting and steel-making can still be grown, while the more advanced and rare herbs can only be found locally and traded on the market; maybe some forms of preservation to create different grades/qualities of it, too?

God, there is so much to do with this and I hope they spend some time on the idea. Somehow living as a herb-hermit gathering the rare stuff while hunting and farming appeals to me :) This would be one good way to have some solo-play and lone-wolfing in the game through trade.


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Re: MMO Tests - Interactive FAQ

Post by Tankoua » 14 Jan 2017, 13:17

371. Do you expect to have different durabilities on objects, for example, between a wooden wall and a castle wall? Between a Tiny shack and a Castle keep?
Currently, a wooden wall and a castle wall have both 20,000 maximum durability.
  • Answer: They do have different damage resistance.


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Re: MMO Tests - Interactive FAQ

Post by Kedishka » 14 Jan 2017, 22:22

372. +1 On the different durability for buildings this has to be done. As it stands the strongest walls are palisades lol.

Question will you be making it towards where Palisade walls with the walkways will work on an incline/decline?
  • Answer: Maybe some time later.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 15 Jan 2017, 19:20

guys did you see there is a "siege resistance" when you inspect them ? making castle walls the most resistant ?!


373. Any ETA or news about the flattened paved tiles ? it was said in a patch note back in august 2015 (something like that) it was in tracks and here "soon" but no news about it, as it is very important, and paved tiles break almost every slopes...
same for fences following the slope ? (like wooden/stone/castle walls)
  • Answer: No ETA yet. It doesn't have a high priority at the moment.
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Re: MMO Tests - Interactive FAQ

Post by Condamnante » 17 Jan 2017, 14:40

Do the MMO players experience the well-known always-present life-breaking unforgiving never-solved runtime error, just like the LIF:YO players do? Thank you

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