MMO Tests - Interactive FAQ

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Hallegra
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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 02 Apr 2017, 21:14

485: The previous patch notes mentioned "terrain flattening fixes". Could you expand upon that?
  • Answer: There is some issue when a certain terraforming actions would break "flattened" flag on a neighboring cell resulting in a wide array of negative side effects. We're fixing it in the next LiF:YO patch.
486: Can we expect more detailed patch notes for MMO patches and features or is the plan to continue with the current, broader style?

IE: "knight sword weapon damage has been reduced by 5%, Falchion by 10%" as opposed to "Tweaked weapon damages"
  • Answer: Currently in the closed beta tests stage, we do a LOT of different changes and tweaks, constantly shaping our game. Thus it is very hard to keep the track on all the changes that are made, reverted, made again during the development process between patches. That is why our patch notes are vague sometimes. But once we progress closer to the open beta tests or release, we expect that there will be less of such significant changes and we will be able to create more detailed patch notes.

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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 05 Apr 2017, 22:01

487. what the actual effects of luck are has never been confirmed, relating to specific skills. What can a player specifically expect with a luck of 5 vs a luck of 0? Will luck-related events ever happen while not wearing any luck gear or having skill-related luck boosts?
  • Answer: There are no special fancy events or messages related to the luck. But luck is included in almost every formula in our game - both crafting and combat ones. If you have 0 luck, then you will not see any difference. But with a maxed out jewelry you might actually notice it during long term playing
488. Is the chance to wound different for each weapon and/or body part? Does the same apply for bone-break effects?
  • Answer: Not sure what exactly you're asking about. The chance to apply a wound depends on the weapon and the body part you have hit with. If your weapon has produced a wound/fracture it will apply it on any body part you currently hit with that weapon.
489. Will the game ever include actual values for weapons and such, therefore removing the need for testing to learn these things? IE: TOWER SHIELD
Passive Block at 1q: 30%
Passive Block at 100q: 60%

The point these previous questions are trying to get across is that there are game mechanics in the game that, to find out, players need to test instead of being able to find these resources from the LiF team. For example, I am aware that striking an enemy in the thigh does 91.5% of the damage that would have happened if you struck them in the torso. I am just wondering if there will be more transparency with regards to game mechanics and the values for items.

I understand the discovery process is important, but having concrete evidence of what a scimitar does vs a falchion vs a light sabre is appealing.
  • Answer: Yes, we're working on the tooltips along with an interface rehaul.
Last edited by Hallegra on 06 Apr 2017, 17:39, edited 1 time in total.

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Re: MMO Tests - Interactive FAQ

Post by Brother » 06 Apr 2017, 15:05

490. Are the first-person and third-person views in archery working as intended? Is the aiming in third-person going to be reworked?

Thanks!
  • Answer: Archery in third-person is 'broken' as intended. You have to be focused in first person view while shooting thus be less awarded about your surroundings.
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 08 Apr 2017, 17:28

491. Why not letting everyone to open building foundations to put in components like logs, stone, etc.. ? it would be better for the builder himself, because adding 200 logs by 2 or 3 logs, it's long and tedious :beer: (architecture could be a real hell for the builder)
  • Answer: We still have plans to implement architect's ability to admission the construction works, that would allow anyone to build materials into the foundation, while Architect is channeling this ability. Had to postpone it since there are more important things in the development.
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Re: MMO Tests - Interactive FAQ

Post by Veda » 09 Apr 2017, 08:08

492. Can we expect the possibility to terraform rocky soils (even if we need to take a pickaxe instead of shovel) ?
  • Answer: I doubt that.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 12 Apr 2017, 14:42

493. Hats have something like 7 or 8 different IDs (gottlung_hat_1, gottlung_hat_2 ...) and it could refer to worldwide events (like Xmas and the red hats, or even easter eggs... hmmmm :D ;) ;) :D )
but why not provide all the hats colorswaps, even for clothes and the weaver could craft them all when he wants ?
  • Answer: Color swapping is another type of customization. Those hats in most cases have different geometry.
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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 12 Apr 2017, 16:15

494: Any plans to re-implement the sawmill?
  • Answer: Sometime later, yes.

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Re: MMO Tests - Interactive FAQ

Post by Styxwash » 16 Apr 2017, 07:45

467: Are there plans to increase the vulnerability of a dismounted horseman? IE: unmounted horses that are hit run away, are stealable, can be held in place?
  • Answer: Infantry that is blocking horse way should be able to stop it.


495. Since this answer was fairly vague, I would like to bring it up again.

If you insist on this super unrealistic feature where a rider can get off and on his horse in moments and ride off instantly - I'm assuming we will be able to bypass the 3 minute horse claim timers during instanced battles, sieges and during the daily "judgement hour" period where people can steal from claims?
  • Answer: Well, we'd better implement horses run away after the damage was inflicted while they are standing without a rider. We actually have some AI foundation for such behavior. As a temporary solution personal timer removal during PvP events (JH, battle, siege) will do. But truth to be told, we don't want to turn our game into GTA, where pikeman will have to ride the horse away in order to prevent a rider from mounting back on the horse.

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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 16 Apr 2017, 21:58

496: Any plans on implementing the modular building system that was mentioned in the LIF alpha?
  • Answer: We still have those plans but in the quite distant future.

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Re: MMO Tests - Interactive FAQ

Post by JackStark » 19 Apr 2017, 06:52

497. What are the plans for 30, 60, and 90 day premium account status packs? Will having premium status give something like a bonus luck modifier, a flat bonus of god's favor per month, or even a skill gain boost?
  • Answer: We will describe it once those packs will be ready closer to the Wave#2 (OBT)
498. Are there any plans for more outfits; farming, mining, procuration, forestry, herbalism, etc. and building more on this question, could there potentially be outfits or other clothing that increase the speed of basic labor actions like harvesting crops, mining, or even sawing logs.
  • Answer: Yes, but no precise dates can be provided yet :(

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Re: MMO Tests - Interactive FAQ

Post by JackStark » 20 Apr 2017, 00:00

499: are there any plans to host NA servers before wave 2 starts, as a way to stress test and differentiate between the regions? and building on that question, in regard to character tickets, will they be account bound or locked to whatever region you choose? my primary concern is that NA servers won't launch till after wave 2 because of unforeseen technical and logistic reasons. Seeing as character tickets are limited, it’s important for guilds to know now how they should build their alliances and guilds. It’s a waste of time for players to make alliances with EU guilds when they won’t be playing on NA servers, and vice versa. Furthermore, you can imagine the hundreds of emails you guys will get when players sign up for EU servers only to find out that NA servers are opening soon and they depleted their ticket. Essentially I’m wondering if NA servers will get some attention before wave 2 to avoid mass confusion.
  • Answer: Yes, we definitely have plans to host NA and maybe even CIS and Asia servers right before the start of the wave#2 to test everything out. Tickets should be account bound and should be redeemable in any region. But we might review all those plans once we get closer to the Wave#2 (OBT). I want to add, that your concerns are important and completely just, we will do our best to avoid such inconvenience.

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Re: MMO Tests - Interactive FAQ

Post by Brother » 20 Apr 2017, 15:08

500. Hey guys, I'm wondering if you're able to expand at all on one of the things published in an interview yesterday.

"We also plan to introduce different worlds with different rulesets (Vanilla, Roleplay, Fast progression with a monthly wipe, etc.)"

I know these are probably just plans for the future and may not be fully fleshed out yet, I'm just curious, in an ideal world, when would you implement these server divisions? For Wave 2 launch? Sometime after?

Of course there are lots of questions around what these rulesets would actually entail - I'd be interested to hear anything additional you're willing or able to share.

Thanks as always!
  • Answer: You are correct, there is nothing fleshed out yet. And there are chances that we might have to scrap that idea to avoid population spreading around multiple MMO worlds. Those is rough idea that I have in mind for future experiments if we believe that we can and have to perform such experiments.
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Re: MMO Tests - Interactive FAQ

Post by Sharana » 21 Apr 2017, 03:09

501. If CIS server will be a reality then will that happen with the start of OBT stage? If there will be such server it seems not only americans will be faced with the choice to stay EU or goon their own server.
  • Answer: As answered in 499, we have plans to host those servers right before wave #2 for testing.
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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 21 Apr 2017, 07:23

502.Bobik i dont think NA server is a good idea, because Regionable server will definitely divided the population of the players into different parts(especially in the currently state), this will reduce the competition between each clan, and less interesting about diplomacy,trading,and war.one global server will keep the game alive and full of challenge and historic,believe me bobik.Those who desire it are selfish and never consider the game`s future generally :(
The MMO need something massive , mix with different culture players .if a player were truly love this game, the ping issue wont be their problem(we had played in 200+ pings as usual).
  • Answer: Thank you, Captain ;)
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 25 Apr 2017, 13:34

503. In the CBT, we saw 2 kinds of tabard : a very dirty one, washed, colorless... and one very beautiful, nice colours... their quality were between 12 and 17 (nothing crazy)
was it a bug, or, is there a secret in the tabards graphic quality ? :D :angel:
  • Answer: It is a "primitive" tabard that you get when running without an armor. A better tabard appears once you actually have an armor underneath it.
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 28 Apr 2017, 18:46

504. Trading post incoming in the CBT3, how the money will be implemented ? :) which skill or how a kingdom will be able to mint it ?
  • Answer: Yes, we plan to patch trading posts. But kingdoms will not be able to mint the currency yet - we plan to release it later during OBT (Wave#2). So far players will have to sell some stuff to gain coins.
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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 28 Apr 2017, 19:14

505. Current town claim size seems to be a 20-tile radius, 40-tile diameter in this iteration, not the 35-tile radius 70 tile diameter that was mentioned in Question 472. Is this intentional and will it be the new town claim size going forward? If not, what size town claim can we expect?
  • Answer: So far we're looking at current towns to make a final decision about claim sizes. Cannot tell anything more right now.
506. Is there an ETA on climbing mode? This feature seems to be one that would have a very dramatic impact on how the game is played.
  • Answer: Not too soon. It is VERY complex and right now we are concentrating on horse pulled carts.
507. Are there any plans to make areas of the map such as the desert or arctic more appealing for the playerbase? Beyond regional resources, I mean.
  • Answer: Nope. We need harsh regions too ;)
508. Will horsedrawn carts be able to move over moveable objects such as platforms? At the moment, the animal AI avoids such things.

For example, if there is a moat will the player need to terraform the moat to allow for the horsecart to cross or can they simply use a moveable platform?
  • Answer: No, nothing like that is planned.
509. Personal claims have been rumoured to cost premium currency in order to maintain. Is there any foundation to these rumours? What about for town claims?
  • Answer: Yes, it is probable. Some minimum size of personal claim can be maintained by in-game currency, but if you want more - you will have to use premium one. And no, we will not require premium currency for any sizes of guild claims support.
510. Are there any plans for using the premium account status to increase skillgain?
  • Answer: We have not decided yet.


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Re: MMO Tests - Interactive FAQ

Post by Sharana » 30 Apr 2017, 06:37

511: What are the plans about regional leathers? A tier 3 set requires like 7 regional leathers and the the procurement of such is much harder. With the current 1% if we say that one would need 100 actions on average then there is huge difference between 100 mining actions (regional iron), harvesting 100 flax tiles (regional cloth) and skinning 100 animals.
The flax harvest process is pretty passive, you plant a huge field and you are guaranteed to have few regional tiles. Mining actions are fast, so you usually get regional iron easily. But the leathers ... even with not populated server (400 players on the MMO in the latests testruns) it's WAY more time consuming to find, kill and skin 100 animals, so the process of gathering regional leathers is way more complicated then the other regional materials and the tier 3 sets require lots of regional leathers.
How do you plan to address that difference? By increasing the chance of leather drop significantly or by allowing collection of regional leathers from killing domestic animals?
  • Answer: We had a brief discussion about that in our office. We've decided to make a full discussion about that later next week. I agree that we either should drop more regional leather from animals or let it drop from domestic animals.
512: Can we expect the new castle walls later this testrun or the next one?
  • Answer: Next one probably.
513: With the initial introduction of traders posts will the players be able to use them for player-player trading (posting offers that everyone can see) or it will only be a place to sell good to the system and use the coins in direct barters with other players?
  • Answer: The primary intention of having trade posts is to enable a global player to player trade. Selling stuff to server for money is just a secondary function.
514: Can we expect instanced battles next testrun? If it's indeed going to be the last testrun is the entire system going to function - not only instanced battles, but sieges, daily vulnerability windows for guild in war to raid their realm claims etc? I hope you don't plan to skip the testing of all this and just release it in wave 2 when there will be no more wipes. After all there wasn't a feature till now that wasn't accompanied by serious problems or exploits which is normal and that's what CBT is for.
  • Answer: Yes, I agree with you and yes, we plan it.
515: Are the JHes in CBT#3 be 1h long again?
  • Answer: We will see, maybe 2 hours, but not any longer.
516: When are you going to fix the terraforming with paving that allows steep terraforming (the only way atm to get the old clay terraforming) - during CBT or when the OBT starts?
  • Answer: Before OBT.
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 01 May 2017, 11:23

517. As far as I remember, monuments needed minimum number of players in the guild to be able for the upgrade... something like 20 members minimum for monument rank 2, etc... (avoiding 10 people guild with tier 4 monument)

is that true ? is that still there ?
  • Answer: Nope, not really. At least should not be. 10 people technically can upgrade and support tier 4 monument if they're wealthy or backed up by some other sources.
518. What was the goal to "fix" this ?
You can no longer flatten terrain cells that are close to terrain cells with a different altitude (excluding sloped flattening situations)

It seems to make angry a lot of my builders, but I'm not really sure why x)
  • Answer: The goal was to implement proper cells blocking and flattening. The idea of flattening is that ALL parts of a certain cell should be at the same altitude. The idea of the blocked cell is that it can NEVER be altered by some nearby terraforming/building actions because it is blocked. Due to the bug, you could place wall/building on a perfectly flat cell and then "break" it by flattening nearby cell that got lower altitude. It resulted in some parts of buildings and walls to hang in the air and with some unexpected terrain deformations. But on the other hand, it allowed placing buildings close to each other no matter what was the difference of altitudes. Now you can place buildings next to each other, only if they're at the same altitude, or you have step one cell away to place buildings on different altitude. That made some castle templates impossible and lowered variety or possible castle patterns, unfortunately. It is our mistake that we had no time to fix it in time and people got used to this bug :(
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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 01 May 2017, 17:07

Sharana wrote:516: When are you going to fix the terraforming with paving that allows steep terraforming (the only way atm to get the old clay terraforming) - during CBT or when the OBT starts?
  • Answer: Before OBT.


519: Can you expand on what the problem is here and how the team is planning on fixing it?
  • Answer: Such height difference is not planned and should not be in the game. We had no time to discuss it internally how exactly are we going to fix it.
520: As of now, impact damage doesn't seem to be implemented despite the patch notes. Will impact damage mean that a player hit by a horse is no longer launched backwards, but simply damaged or knocked down? If so, which?
  • Answer: No, the player will still be knocked back and damaged, but the type of damage will not be "unknown", but it will be an "impact", thus it will be absorbed by armors (especially padded). And yes, it seems that this change does not apply properly, we plan to patch it with the next major content update (hopefully during this CBT run).


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Re: MMO Tests - Interactive FAQ

Post by Sharana » 01 May 2017, 21:20

Spoiler
  • Not a question.
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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 01 May 2017, 21:41

Sharana wrote:
Hallegra wrote:
Sharana wrote:516: When are you going to fix the terraforming with paving that allows steep terraforming (the only way atm to get the old clay terraforming) - during CBT or when the OBT starts?
  • Answer: Before OBT.


519: Can you expand on what the problem is here and how the team is planning on fixing it?


What I ment with my question is: The problem is paving allows crazy slopes - the reason clay and snow were nerfed. There was a promise that such slopes as on the screenshot (possible with the paving now) won't be possible and the terraforming should be in reasonable levels that are possible with soil (aka paving shouldn't drop more then 2 meters, same as soil).


Looks like 4m, not 8m to me, but fair enough. I am still curious as to what will be done to fix this issue but still allow for creativity in building beyond a four-sided square/rectangle base on a slight hill. I'd argue that paving is an active effort to shore up a slope but I'd like to see what solution the devteam has in mind. I guess I need a question here so

521: With climbing mode as a planned feature, is that going to be the solution to steep terraforming and paving? If not, what are the expected benefits from implementing climbing mode?
  • Answer: Get out of the dead pits, get on the siege ladders, get on the steep terrain surfaces (mountains, some moats), get on some trees (maybe). It will sound weird, original plan was to lower the profile of a person, that is climbing, so it might be used to crouch slowly toward your target.
522: Will climbing mode allow for climbing trees?
  • Answered in 521
523: Any plans to allow players to create swampland for moats, seeing as you are currently unable to change the water level from 0 and swampland is what is implemented instead of water at this time?
  • Answer: We had a brief discussion about it and we might implement some kind of artificial slowing terrain, kinda like moat swamp, mud or something. But that is not a priority at the moment.
524: Any plans for additional defensive creations such as spikes for the bottoms of ditches that apply damage upon falling?
  • Answer: We have traps already, that is enough for now. ;)
525: Currently, there is a pier structure that is only buildable in GM mode. Will this structure be available to players as a way to build docks?
  • Answer: Sometime later, yes.
526: At the moment, the only planned drawbridge structure is the castle gatehouse. Will drawbridges be buildable either alone or as part of another structure such as the stone gatehouse?
  • Answer: Drawbridge is one of the reasons why you should consider building castle walls instead of the cheap stone walls. So it will be only within castle walls.
527: With the incoming horse-and-cart release, are there plans for a horse-and-plow?
  • Answer: Man and plow works fine for now :smiley: On a serious note - I think it can be done.
528: If I place herb gardens in an area with one garden on every tile, will their output quality/quantity be different than if I placed the gardens in a checkerboard pattern on every second tile where each garden was diagonal to another instead of right next to one? What about if I placed them so no garden was next to another, diagonally or otherwise?

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Basically, will a different pattern yield a different result because of the placement of the gardens?
  • Answer: You tell us :wink:
529: Any plans to introduce defensive or anti-troop siege equipment such as ballistae?
  • Answer: Heavy cavalry and other troops should be the best anti-troop weaponry :wink:
530: Will other siege equipment like rams, mantlets, or siege ladders be implemented before the OBT?
  • Answer: Mantlets - yes, rams - maybe, siege ladders - probably not, since they require climbing mode to be available and we doubt we will be able to implement it properly before OBT.

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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 01 May 2017, 23:48

531: Any plans for additional wildlife such as flying birds or water animals?
  • Answer: Probably not, at least not a real NPCs with a gameplay mechanics.


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Re: MMO Tests - Interactive FAQ

Post by Baal » 03 May 2017, 19:18

532: Do you plan to add more choice in slope we can make, instead of the only one slope of 0.5, it would be better to have a choice at least with two slopes, a 0.5 and a 1.0 slope so we can be more creativ in construction, do better and beautiful terraforming on mountainous area, less big pile of dirt landslides and less data for the server.
  • Answer: Not in the nearest future. But your feature request sounds reasonable enough. It will require creating additional sloped walls sections of all sorts, though.

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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 03 May 2017, 22:47

533. Is current terraforming the only planned way to facilitate building? No plans for shoring up slopes to allow for mountain/hill building or concerns that the current state of the game will lead to the same looking base for each guild you see?
  • Answer: Yup, terraforming is not planned to be a tool of making fortifications out of the dirt. It is only a mere designing tool for construction works and getting underground resources in a tunneling part.
534. You've already announced cosmetic armor purchases for the various races and armor types. Any plans for cosmetic building purchases? The idea that your guild architect could skin your herbalist shop to have an oriental feel or your house to be more akin to a yurt or a cottage has a lot of appeals.
  • Answer: We had such idea, though it might take more time and effort to implement, so you should not expect it on the start of OBT.
535. What about weapon or shield skins? I'm sure many players would be willing to pay for, say, a jewelled hilt or a war-scarred battleaxe or a glave inlaid with runes.
  • Answer: Weapon skins - yes. Shield skins - most probably.
536. During the steam alpha, there was mention of cloaks. Are cloaks anywhere on the horizon?
  • Answer: I do not really recall that. We were probably talking about tabards (they're in the game already) or GM robes (also implemented).
537. Currently, the artist skill allows for a grand total of 3 different paintings and one animal head for each type. Are there any plans to make this skill more appealing, such as murals, building painting, or anything?
  • Answer: Yes, but those are not the priority at the moment.
538. When can we expect swimming to be fully implemented?
  • Answer: Soon. Really ;) We have swimming patch ready and almost fully tested. Once we stabilize MMO - we're going to patch it in.
539. Currently, a character is able to swim indefinitely even while wearing full armour. What are the planned changes, if any, to this?
  • Answer: Armor weight should affect stamina drain.
540. If not previously answered, any plans to add a breath bar seperately from the stamina bar?
  • Answer: Implemented and will be included in the same patch (see answer 538)
541. Are there any planned changes to the so-called pocket horse problem where a character can ride a horse and carry one or more horses in their inventory?
  • Answer: It will stay that way.
542. In-game minigames add a fun new thing to the game that also can benefit the player. Any plans to add additional minigames to the experience for more professions, such as building or shoveling?
  • Answer: Yes, we have such plans, but that will be done in later time.
543. Any plans to add multiplayer minigames that players can play against eachother like checkers, gambling games, and chess? Something in the spirit of Witcher, Fable, Red Dead, etc
  • Answer: There were some ideas, but we don't have spare resources to implement those yet. Hopefully, we will sometime soon.


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Re: MMO Tests - Interactive FAQ

Post by Baal » 04 May 2017, 16:41

544: Are you aware that too fast repetition of animal sound effects is annoying and unpleasant for world immersion and for players ears, especially when there is dozens of horses and coop around, for now it sound like noise pollution. Nearby animal sounds should play every 2 or 3 minutes instead. Have you plan to change that ?
  • Answer: Yes. For the last 3 months, we've been reworking our sound system and integrating a Wwise sound engine that should allow more precise sound and music tuning for our sound engineer. So in result, those annoying repetitive coop sounds should be removed as well.
545: Abandonned and decaying buildings actually take fire and instant disappears, i would be nice if there is a decaying 3D model for decayed buildings who last for 1-2 weeks before vanish, i will add more world immersion when you travel the map and cross a long abandoned village which was inhabited by players one day. Do you intend to add this feature ?
  • Answer: Well, it should not be that instant. The building appears as decayed once it has less than 50% of durability. It disappears totally once durability is 0. So it is really not that instant.

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Re: MMO Tests - Interactive FAQ

Post by Saar » 05 May 2017, 07:15

Not a question
Spoiler
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Re: MMO Tests - Interactive FAQ

Post by Siladil » 05 May 2017, 10:27

546: What happens with Personal Claims inside of Guild Claims during a Raid/War?
  • Answer: Personal Claim still protects everything on it. But attackers can cast a special Revoking Ritual, that will disable Personal Claim protection effect that will allow them to destroy & loot stuff on it. That ritual is loud with a smoke and takes some time to cast, so if there are any defenders - they should have some time to defend this property.


Scratchit
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Re: MMO Tests - Interactive FAQ

Post by Scratchit » 05 May 2017, 17:51

547. Can we expect to be able to play LIF:MMO on 1920x1080 (and higher) resolution for open beta launch?
  • Answer: What prevents you from doing so now? :pardon: Personally, I play LiF in 4k now on my laptop. Well, the interface looks very tiny, but it works.

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Khan-
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 05 May 2017, 20:55

548. We were discussing about the voice acting in the game (in French of course) and we don't understand few emotes and some sentences sound strange to us...
tauntmine_male_03_01
tauntmine_male_04_01
tauntrude_male_01_01
how did you produce them etc ? :)
  • Answer: We've found an actor who provided us with a voice over. Nothing special. Can you be more specific about what is exactly wrong with those sounds and how we can fix them?
Last edited by Khan- on 06 May 2017, 08:24, edited 1 time in total.
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