MMO Tests - Interactive FAQ

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Burni
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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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Re: MMO Tests - Interactive FAQ

Post by Azzerhoden » 17 Jan 2017, 18:26

Condamnante wrote: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

Yes :(
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 18 Jan 2017, 13:32

374. Spoil us please, what kind of new vehicles will you had to game with horse drawn carts ? will it be able to transport 6-8 players in one vehicle ?
  • Answer: No. We defenitely are not going to implement Medieval APC trucks :)
375. how would work hose drawn ploughs ?
  • Answer: They will not work probably. We will see later about it.
376. Will you let cows to draw vehicles/ploughs ?
  • Answer: No, we won't.
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Re: MMO Tests - Interactive FAQ

Post by Tankoua » 19 Jan 2017, 11:49

I see this picture on the net: http://lif.cdn.btbx.io/site/LiF_1_1920x1080.png

377. Do you think to implement any bridge?
And when?
  • Answer: I think it is possible and we will do it someday, but it is not our development priority right now.


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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 20 Jan 2017, 01:49

378. Will there be any changes to the armor stats? Because in the MMO everyone will wear the same armor because of best stats with ressitance/weight compare.
  • Answer: Yes, we plan such changes.
379. At the moment is the piercing dmg form spear and poleaxes the meta. The weight is low, dmg is insane and the def speed incredible. You can invest all the stat points in constitution and agility. That boost again the speed of the character. Will there be any changes?
  • Answer: Yes. We have received a LOT of feedback during last closed beta test run and we're working out balance changes and tweaks at the moment.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 20 Jan 2017, 20:51

380. Will you give us a tool or a site where we can see the MMO live map without being connected to the game ? (a similar stuff like IRC chans :good: )
  • Answer: If you're talking about the political map - then yes, we have such feature in plans. Cannot say when exactly we will have time for it, though.
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Re: MMO Tests - Interactive FAQ

Post by Burni » 20 Jan 2017, 21:25

381. There was reply or post about how instanced battles could be uneven like 20 vs 30 but how do you figure out how many people each side will have? It cant be simply number of people in the guild as that could have p2w problems as you can buy characters with real money... online members at that time? though even that you could have people running multiple accounts and characters to pad the numbers.
  • Answer: That is completely out of context :) I was talking about "balancing" INSIDE the instanced battles system. When one guild issues a challenge on another guild, both of them will have to spend 24 real life hours to enlist as many players as the can on their sides. Indeed those players can be guildmates, friends, mercenaries, just passing by strangers - everyone who will click "Yes" and agree to spill his blood in a next battle. And once battle commences, we will have 2 lists of participants from both sides. So actually with THOSE lists we will be able to balance and remove too much of a numbers disadvantage.
382. But truth say you have 2 big alliances of guilds in war and both target specific guild in the enemy alliance and concentrate their attacks on that guild which means that guild is bound to loose some of those battles... which leads them loosing monument levels or something but how their claim area is effected? Can it lead to them loosing most of their claim area resulting their outermost buildings and walls starting to decay and eventually get destroyed as repairing stuff is really time consuming now? could it be problem if someone gets trageted this way that they could be locked down to 0 monument level and would loose the control of their buildings and walls?
  • Answer: Yes, they can lose all their monuments levels and get their monument to level 1. But as you have seen in beta, CITY claim areas DO NOT change with monument levels. It is only a REALM claim area that grows or shrinks. Thus, a good castle will be placed inside the city claim area and cannot be hurt by losing in battles. Siege is the only way how it can be destroyed.

    But truth to be told, if it is a war of 2 similarly sized alliances, then guild under fire should also have alliance members to help with a defense, so I don't think it would be necessary a lost battle for them.

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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 23 Jan 2017, 04:49

383. How about tavern structure in the near future. is there any plan ?
  • Answer: We have such plans. Maybe later this year.
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Re: MMO Tests - Interactive FAQ

Post by Saar » 23 Jan 2017, 07:34

384. A lot of players are worried by trees’ growth rate and we saw in your infographic that only one tree was planted for every 4 trees chopped down.
Wood has become really valuable as intended but don’t you fear that players will chop down all the trees and that this world will become a sterile one? Humanity greed is a bottomless pit.
  • Answer: Well, they will be the first to suffer from it ;) And as I've stated earlier, I know that some good guilds have already planted big territories of trees for their needs.
385. What about recycling?
Currently, when a building is destroyed, it only gives one useless object so unused buildings are left abandoned.
Can we envisage a tweak of this system and have some scavenger teams who will travel from battle site to battle site in order to recycle all villages’ and armies’ remains?
  • Answer: Maybe we will increase some resources drop chance in rumbles. But we definitely not going to make it that way that recycling of buildings will provide any significant profit.

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Re: MMO Tests - Interactive FAQ

Post by Worldsprayer » 23 Jan 2017, 13:51

386. As it stands, armors do not provide any significant "downside" other than increased stamina drains, different noise, and minor hit to equipment weight. A plate-wearing character running against an identical character wearing chainmail moves at effectively the same speed, at least when moving under distances of 15'ish cells. Is there a plan to change how armor's effect the individual play of players? (I personally would love to see stamina regen slowed, as it is, every character recovers at the same time and minor control of stamina results in near-limitless stam)
  • Answer: As stated above - we're reworking and tweaking that system based on players' feedback.
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Re: MMO Tests - Interactive FAQ

Post by Taki87 » 24 Jan 2017, 18:00

387. I have a simple question abouth armors.
In the future could we use to gether different padded armors (novice, regular, heavy) with any one of the chainmaill, scale, plate types, or there will be restrictions?

For example: Novice padded armors only use to gether Regular chainmaill, scale, plate and no higher.
  • Answer: I'm not sure I understand you correctly, but we still do not plan to allow equipment of padded armors simultaneously with other types of armor.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 24 Jan 2017, 18:04

388. Will wall paint be for the inside, outside or both ?
  • Answer: If you're talking about castle walls heraldry paintings, we planned to have it for outside, but this might change.
389. Same for statues ?
  • Answer: Not sure what you mean.
390. Will arches have a longer model, with something like 4 or even 5-6 tiles between both jambs ?
  • Answer: This is not in our plans.
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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 25 Jan 2017, 03:54

391. Any plans for reworking 2H Hammer build?
2H Hammer is at the moment the worst build, with 2H Axe, because of low speed and low HP pool.
  • Answer: We have a major combat system retweaking that's going to be revealed soon.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 25 Jan 2017, 15:27

Khan- wrote:389. Same for statues ?
  • Answer: Not sure what you mean.


http://images.akamai.steamusercontent.c ... 5D9053694/
About the statues we can see in the walls :)
inside, outside or both ?
  • Answer: Outside only, but you can always build a wall section facing its outside part inward your castle ;)
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Re: MMO Tests - Interactive FAQ

Post by Saar » 25 Jan 2017, 15:32

392. With “Development News” published on the forum by Arrakis, we see some designed armors. Are they cash shop cosmetics or real armors?
  • Answer: We haven't made the final decision yet. There's a high chance that it will be a cash shop reskin, but it is not set in stone yet.
393.Have you found an official name for the continent?
  • Answer: Not yet, but we might have it soon ;) You should expect a major lore rework/update in a few weeks.
394.Who is the Sleeper and what is his story?
  • Answer: Our God. We're still working on his lore, so stay tuned ;)
395.On the MMO presentation page, you speak about the possibility to create underground cities.
For now it’s completely impossible but what have you planned? Full construction or partial (only door and others kind of objects)?
Will we see "dwarf" cities?
  • Answer: You can already place movable objects underground in LiF:YO and LiF: MMO. And yes, we have some distant plant to introduce underground doors, sections/modules.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 26 Jan 2017, 15:53

396. I remember that I read somewhere the MMO will be available in steam, but I cannot find back the "source", did I misunderstood, or will you bring it to steam ?
  • Answer: We will distribute our game on Steam, but it will most likely happen on later stages of Wave#2. We need to make a payment integration with Steam wallet and a few other integrations, so it will take some time.
397. Will we be able to see the name account of a character, and then, prevent any spy ? or will we be completly anonymous at any moment ? :)
  • Answer: It will be possible to have multiple characters per account. Also, any adequate spy will just create a new account and new character, so it will not help knowing his account/character name.
398. About q380 : I was asking about a website, a section on the official website or simply an html code to see the live MMO map, to see the last version of the map when people terraform, or even the politic map, without being connected to the game. We could be able to seek or explore without being in the game :beer:
  • Answer: Nope, that is too complex to implement and not really a good idea IMHO. You should explore in game, not outside of it ;)
399. Do you plan something against constructions that prevent terraforming like unfinished coops, wattle/stone fences etc ?
People use them as a fortification for their moats, preventing people to dig under the walls... and most of the time it's completly invulnerable... should add a timer for unfinished stuff to disappear ?
  • Answer: I think that we will add a possibility to deconstruct/destroy unfinished buildings during sieges/JHs
400. Is 69bit client eating all the studio ressource, and explaining the overall delay ? :(
  • Answer: Not all the resource indeed, but ye, it is in the "almost done" state for last 2 weeks and every time we encounter some nasty bugs and have to search and fix them for some time :(
401. Do you plan a fresh new land for people waiting the official MMO release, since there's no wipe, people would come in a not virgin land...
could it be cool/fun to add new servers with a huge sea between the old land and the new land, and only freshly created characters could join it for a short time and then let everyone play together with the implementing boats... ? (maybe dreaming uh ? :friends: )
  • Answer: We hope that Newbie islands will be available in the nearest closed beta run
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Re: MMO Tests - Interactive FAQ

Post by Tankoua » 26 Jan 2017, 21:53

402. About building construction - do you think you will integrate several "image" of the building according to the construction's evolution? And when?
  • Answer: Not planned. It is not that easy to implement, unfortunately.


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Re: MMO Tests - Interactive FAQ

Post by Taki87 » 28 Jan 2017, 06:40

Taki87 wrote:387. I have a simple question abouth armors.
In the future could we use to gether different padded armors (novice, regular, heavy) with any one of the chainmaill, scale, plate types, or there will be restrictions?

For example: Novice padded armors only use to gether Regular chainmaill, scale, plate and no higher.
  • Answer: I'm not sure I understand you correctly, but we still do not plan to allow equipment of padded armors simultaneously with other types of armor.


403. You have posted in: "Development News #16 - The night is dark and full of...reasons to enjoy our new lighting"

...."Of course, you do not wear chainmail over your bare body! Additional layering is required underneath. This can be some basic, common clothing or a padded tunic.

We’re implementing this requirement to our new armor crafting system.".....

So I misunderstood what you wrote or I missed something. In the future ther is no armor combinations?
  • Answer: Indeed, that is some kind of misunderstanding. We do not plan to implement multilayered armor.


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Re: MMO Tests - Interactive FAQ

Post by Condamnante » 29 Jan 2017, 14:25

404. I keep checking server status, and I see servers up, but no players. If I get a pack, will I be able to play, or is it something wrong?
  • Answer: Servers are closed for the time being, as we are processing the data from the first test run and we're fixing issues. Servers will be open again during next wave #1 test run that should start in February.


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Re: MMO Tests - Interactive FAQ

Post by Sharana » 02 Feb 2017, 23:16

405. We were sure we catched a bug during the MMO concerning quality formula calculations. Was reported, but it's still in with the latest patch. Reported it again today, Tolik fowarded it to the designers and it turned out it's not a bug ... it's a feature!!!
  • Answer: Seems legit in my opinion.
The report was the following - iron doesn't get bonuses from high skill, blacksmith shop and high quality hammer. It's even losing quality!

Experiment:
We have 90+ forging skill, 80+ Blacksmith shop, 80q hammer - all of this gives bonuses to the end product. Then we get 59q iron bars and steel bars and try to craft Glassblower's Tools (2 bars, no handles).
- from 59q iron bars we get 55q tools
- from 59q steel bars we get 80q tools

Using 59q iron everyone expects to hit the 60 cap with so many bonuses. Nope, turns out that's a feature forcing us to use steel. The explanation was that even if before the cap we were supposed to get 75q now with the cap we WON'T get 60q, it will be lower like 55-56Q on purpose. We should either use 80q+ iron or 30q steel to make something 60q.

The Blacksmith mafia protests saying that it would be stupid to turn 30 quality iron into steel, better invest that flux in 60q iron where we will hit the 80 cap. And if we have 80q iron on us we will definetly turn it into steel/vost steel instead of using it for 60q tools...

So is such punishing ... "feature" really needed? - depriving the iron from all kinds of bonuses, even degrading it's quality only that we have to use steel? Isn't the cap at 60 enough? Most players kind of expect that using 50q metal in the mentioned situation will result in 60q end product after all those bonuses are applied.


406. Thank you for your time Bobik making that PvP Q&A in our TS! Some questions were missed or incorrectly stated. I will repeat them here after you agreed to answer more questions in text when you have the time :)

a) Should wooden weapons like simple spears take very high damage when blocking, meaning they will break after 2-3 successful parries?
  • Answer: Not very high, but still greater than metal weapons like swords.
b) Shields currently passively (just hanging on your back) block 100% arrows damage, but only 40% or so other damage. As that's balance do you think it will be better to transform that damage to blunt one? Currently slash through shield (without active block) gives 60% slashing damage, shouldn't that be blunt damage as the sword can't really slash through shield?
  • Answer: We consider it as a passive block, and just decrease the damage, but not converting it to anything. From the game design perspective, it is fine to me.
c) Will shields become stand alone skill as formations as well? Or at least in the place of blades mastery, so that spear users won't have to learn swords only for the shield?
  • Answer: We will consider it.
d) Do you plan to make the small shields (that are unpopular as they are heavy, but don't protect from archers) more popular in combat (meaning they are better then parry with weapon)? Currently you can parry just fine with weapon and don't need shield. It's even better to parry as you will stun your enemy! While on that topic - are the hard stuns after parry really necessary? It turns into wait for parry to hit a stunned target after that.
  • Answer: With pushing mechanics it might not be that straightforward. But I agree that we have to do something with smaller shields blocking.
e) If players are finally forced to fight in war stance (instead of switching in/out) do you plan to buff the agility and willpower bonuses? Like more speed (AGI) and stamina regeneration (willpower), so that they can still sprint and catch targets as now, but only if they have AGI+Willpower build?
  • Answer: We will consider it.

f) Once there is difference between male and females - will that also affects throwing weapons? Like throwing them further because of longer arms = more leverage for males?
  • Answer: No, that difference will not affect ranged combat at all.
g) In the latest devblog you mentioned you plan to make horses more "valuable" - what do you mean with that?
  • Answer: Make them harder and more expensive to produce. But that was mostly related to the simple horse to warhorse conversion.
h) Last one I promise :) What do you think about the idea to "nerf" the regular warhorse to the speed and maneuverability of a Hardy warhorse and "buff" the same Hardy warhorse to the current speed and maneuverability levels of regular warhorse? We can then consider that Hardy warhorse is special combat breed, something like the medieval destriers. It will be more valuable for combat and it's already much rarer then the regular warhorses.
  • Answer: We're looking into making more significant bonuses for all horse riding skills and different types of horses.

Thank you for the time again :)
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Styxwash
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Re: MMO Tests - Interactive FAQ

Post by Styxwash » 03 Feb 2017, 01:30

407. Are you satisfied with how the Shield-bash mechanic works atm.? Are there any future plans to re-work the Shield-bash?
  • Answer: We will review it along with an implemented "push" ability.

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