MMO Tests - Interactive FAQ

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Midgards
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Re: MMO Tests - Interactive FAQ

Post by Midgards » 17 May 2017, 16:59

570. Do you intend to change the weight of straw and flax or create containers for these resources ? (the weight of a linen stem is really abused)
  • Answer: We do not have such plans yet. Could you be more specific about your idea, please?
571. Will flax seed have any other use ?
(For example feeding animals where to make oil)
  • Answer: Maybe in the future. We had some ideas a long time ago, but right now it's not among priorities.


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Re: MMO Tests - Interactive FAQ

Post by BigOmdoll » 18 May 2017, 01:24

572. Will Lif ever have a navel system? weather it be strictly for travel, trade, food gathering or combat?
  • Answer: Yes, it will. There will be naval combat, transportation etc.

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Re: MMO Tests - Interactive FAQ

Post by Mryuan » 18 May 2017, 11:01

573. Any idea for fixing the initializing problem pernamently. that so many Asian players suffering from it curently
  • Answer: We are afraid that the only way to fix it properly will require us to have local Asia servers and CDNs. And we will need Asian publisher for that. We're still working on it.


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Re: MMO Tests - Interactive FAQ

Post by Zedicus » 18 May 2017, 12:43

575. Hello, I know you are working on the castle walls and apparently you want to leave the stone walls as they are. I believe that stone walls without battlements would please many builders. Is it complicated to achieve for you and possible to have in the near future?
  • Answer: Might be a good idea. we'll consider it.

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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 19 May 2017, 04:18

576: Any plans to change the capacity of moveable containers such as the cart or wheelbarrow? One could argue that having a 90 stone increase with reduced movespeed when a high willpower character can carry 500 stone is quite useless.
  • Answer: We will rebalance those weights once horse pulled carts will be implemented (which will happen quite soon ;) )

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Re: MMO Tests - Interactive FAQ

Post by JackStark » 19 May 2017, 20:37

577: Given that phase 3 was originally supposed to lead into Open beta, how many more waves past 4 can we expect? Its looking like wave two wont start till December.

Many guilds have been going hardcore ,since December, creating gaming communities to play in wave 2 this summer. These extensions of beta wave 1 are gutting the massive communities. A large player base = more revenue. I'm afraid there wont be as big a community to support this game at the rate large guilds are either disappearing or dwindling to four guys and a horse named Tony. :sorry:
  • Answer: It will be even worse if we release an unfinished and unpolished game for the sake of doing it as soon as possible. We're not going to do that. We plan at least 1 more wave (and possibly another one too).

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Re: MMO Tests - Interactive FAQ

Post by Midgards » 20 May 2017, 22:21

Midgards wrote:570. Do you intend to change the weight of straw and flax or create containers for these resources ? (the weight of a linen stem is really abused)
  • Answer: We do not have such plans yet. Could you be more specific about your idea, please?


578. Yes of course! We currently use inappropriate containers (Bark box, Chest, Wardrobe, Monument guild) to store, because it takes too much space.
Reducing the weight of straw and flax is the easiest way.
To make crops more realistic or better (But much more complicated to do), adding bales of straw/flax for storage?
For example:
Spoiler

  • Answer: Yup, sound like a good idea! Hopefully we will have time to implement it this year.

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Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 21 May 2017, 08:42

JohnValentine wrote:567. Any plans to tone down horses health or add hard health to horses? I know there has been and continues to be plenty of more serious issues with them, just wondering if it's on the ol "too do" list.
  • Answer: No such plans yet. Why should we add it?


579. They feel really tanky righty now, more like an armored vehicle than a living animal. Can take a nasty beating with no movement decreases. With how few reliable cripples or roots exist within the game, Cavs gets a lot of benefits (fast maneuverability, alternative stam bar, and a huge health pool) without too many negatives. Granted they got a significant nerf when horses got attached to the skill trees, but I don't feel it solved that borderline silly tanky feel. They're pretty fragile creatures, for as meaty and strong as they are. Just dosent feel "right".

The hardhealth addition is just spill balling towards that end. Not a great solution, or event a terribly effective one, just opening that dialogue.
  • Answer: We might tune their health a little, but I don't think we will be able to implement any complex mechanics to simulate their life on a battlefield better.
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Re: MMO Tests - Interactive FAQ

Post by Growlerian » 21 May 2017, 09:12

580. Will rules be enforced during the last testing phases as well as after the mmo release ?

Lets say a guild uses floating logs.. or they glitch in the earth and somehow end up inside the city.. what consequences will their actions have ?
  • Answer: Report such behavior on sight. If some characters will be caught cheating that way on purpose we might punish them.


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Re: MMO Tests - Interactive FAQ

Post by FrostyMug » 22 May 2017, 19:00

Stormsblade wrote:2. Will you delay the release of CBT to LiF:YO owners if there are stability concerns? Do you still predict 1-2 weeks between CBT for Alpha/Beta Testers and all LiF:YO owners?

  • Answer: If there will be some really serious issues then yes. But we are nearly ready, so it's really doubtful that CBT will be delayed any longer. And it will run for a little bit longer than those two weeks. More info about time frames coming soon.

581. What were the really serious issues that caused the delays we are seeing in the move to CBT? Since the above question was asked well over a year ago and it sounded like there were real doubts that you would delay these test phases as you have. We as a community are curious what the Major problems you ran into to cause such a long delay as has been done. Thank you.
  • Answer: Well, development never goes as planned. It is a combination of additional functionality and bugs/development problems. Originally we wanted to start Open Beta without all functionality and implement it later along with the development process. But later on, we've realized that it is not a good way to release your game to the public. Early Access might have worked some time ago on Steam, but it will not work on self-publishment of MMO. Also, there were and still are some tricky bugs (especially around servers crossing algorithm). Sometimes bugs reveal that only proper way to fix them is to rewrite some big part of code from the scratch, and that also takes a lot of time.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 23 May 2017, 22:37

582. A part of the Lore is here, it's great, but how deep the lore will be found in the game ? More than already random events texts ? More than just an online website text ? (Red reapers natives are lore related then). Will titles change (like pope and cardinals) ?
  • Answer: Yes, we plan to implement some more ways how players can get into our lore while in the game. But that is not top priority ATM (unfortunately). But you will see more lore on newbie islands and once we will have natives implemented :wink:
583. You already answered about churches and the answer was "we don't really know, wait for the lore if it fits the game", then :
Will we get churches, cathedrals and other crazy stuff like this ? few gods of the imperial religion have temples :)
  • Answer: Maybe, but some time later :wink:
584. Why did't we test this new version of the homecoming prayer in the last CBT ?
Are you sure you want to Pray for Homecoming? The Gods will return you home along with everything you have equipped, but all items carried will be left behind.

  • Answer: It was not ready back then.
585. What is your plan for the piety skill, tell us ! ;) :oops:
  • Answer: It is not finalized yet. But I still want to stick to the fuse of politics and religion. So major alliances should be able to somehow affect the cardinals/pope elections, while Pope will be able to affect a political life. For instance by the temporary excommunication of a certain guild/alliance that will allow everyone to kill its members without an alignment drop. And when I say "cardinal" and "pope" I mean only roles, not real titles of course. I'll have to ask our lore master how those titles should look like :)
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Re: MMO Tests - Interactive FAQ

Post by Sharana » 27 May 2017, 21:59

586. With the dark nights staying (and hopefully the client side protection implemented before OBT to remove the "night vision") will you consider increasing the range of lighting objects? Floor lamps and lamp posts while expensive generate so much less light then a normal torch that it's hard to justify their cost and illuminate the town instead of everyone walking with a torch. The fact that floor lamps need to be turned on after each server restart doesn't help also. And of course the torch while bright and with the biggest lighting radius still doesn't feel no where near enough in the current dark nights.
  • Answer: Indeed, it can be considered. Though we expect that it will impact the performance.
587. Many players (mainly coming from YO RP servers with 5 pages of rules and all mighty GMs) complain a lot about the barkboxing and the future climbing + siege ladders. Can you confirm once and for all that building a single and cheap wall is not 100% protection and that penetrating walls (outside of JH) is a legit and intended game feature (more so with the climbing and ladders implemented)? After all there are always multiple layers of walls and terraforming to change the effort/gain ratio and discourage such actions and no harm can be done to the claim itself without JH.
  • Answer: Exactly! Yes, we DO confirm that cheap stone walls are NOT designed to provide 100% safety for those who are inside. Good walls are nothing without good defenders on them.
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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 29 May 2017, 09:10

588. Any idea about the crops can grow randomly in the wild for player to collect ?? it will be much more interesting instead of on hooking(seeds collecting)
  • Answer: It will be quite a good load on the servers and terraforming updates system. We considered it a long time ago but had to decline due to the performance issues.
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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 30 May 2017, 17:48

589. At the moment you can flat 4 field high differences with the pave mechanic. Will this be changed or will this stay this way? (Very important to know)
  • Answer: Nope, we plan to fix it.

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Re: MMO Tests - Interactive FAQ

Post by Azzerhoden » 30 May 2017, 18:26

Saar wrote: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.


Revisiting this old topic.

590. A while back changes were made to tunneling underground (back when collapsing and reinforcement was added), that has made creating a multi-height room underground impossible. All we can do is create a single block high tunnel. Is tunneling going to be reworked a bit to allow for greater height creations?
  • Answer: I think it has to be reported with more details. I'm personally not aware that our recent changes prevent players from building multi-height room.
591. There are only three stages to a tunnel, reinforced, not reinforced, and collapsed. Yet in the current system there is no way to determine whether the reinforcements are close to decaying, repairing them, or adding new reinforcements. Is there any chance before the next phase of testing to have a reinforced tunnel decay to un-reinforced, and then collapsed? This will give players a chance to re-enforce the tunnels before it collapses.
  • Answer: Erm, probing should give that info already. Please, report it if it doesn't.
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Re: MMO Tests - Interactive FAQ

Post by SirWinston » 02 Jun 2017, 06:15

592. Are there any plans to change the way the world map works ? In the current state navigating the world is very easy and "casual", unlike the rest of the game. Everyone can immediatly tell where all the cities and villages are by simply glancing at the map and the world feels smaller because of it, especially when everyone will own horses it will be very quick to go from one settlement to another even if you never went there before.
  • Answer: We want to keep some basic things easy within our game. Navigation and political map are one of those things. That is why we want to keep map almost as it is (maybe we will blur it or make a bit less detailed). And yes, we plan to add tier2 and higher tier monuments on the political map too.
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Re: MMO Tests - Interactive FAQ

Post by Styxwash » 02 Jun 2017, 21:01

593. I asked for a buff to the pikes recently, the increased damage and changes to speed bonus is working out very well. Also goes along way to balance pikes vs. footsoldiers.

But I want to ask for more.
Instead of rooting a pikeman when he prepares an attack, only reduce his speed about as much as someone who is blocking with a shield. This would let a pikeman keep up with his shieldman in a formation.

Lancers can slow down to near minimum speed and basicly dance around a pike attack and then do full damage before even accelerating the horse again.

If the pike does hit, the "slow motion" lancer simply benefits from the new pike speed bonus mechanics. Negating most of the damage boost to pikes.

Combined with being a sitting duck vs. archers, this makes pikes very risky to use.

The result is that a pikeman becomes 100% reliant on a (tower & pavise) shieldman, which means you need to field 2 infantry men per 1 lancer.
  • Answer: We will consider it. It sounds quite reasonable.
594. On Shields/Pavise in formation with pikes.

The Tower Shield hitbox is very unreliable vs. projectiles, naptha bombs and even lancers.
Imo. unlock the Pavise Shield along with the Tower Shield
(and keep it so you can't sprint or shieldbash with Pavise ofc.)

I want to see Pavise/Tower and Pike formations become a truely worthwhile defensive tactic vs. agressive groups of many lancers and archers. This would add a whole new aspect to the game and it's easy to implement.
  • Answer: Good point. We'll think about it.

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Re: MMO Tests - Interactive FAQ

Post by Khan- » 03 Jun 2017, 10:19

595. Do you have stats about minigames ? Do people use them ? Is that satisfying from your side ?
  • Answer: Truth to be told, we don't have much stats on them. Anyway, we don't think they are fully ready yet too. They should be closer to the start of OBT.
596. Will you add more minigames, one per crafting skill ?
  • Answer: Depending on how popular they will be.
597. Will you bring steam achievement when you'll put the MMO on steam ? :D
  • Answer: Probably yes.
598.
You were lucky enough to find a faster way to perform that action!

In the suggestions few months ago, someone proposed to set in stone this discovery because... hey... if you found a way to do this easier and faster, why the next one you cannot ? :(
you also could put this quicker by 1% and set a 20% max speed, and also being a steam achievement or anything else... :angel:
  • Answer: Well, that means that your luck will not be of any use after some time playing. We wanted to keep that random chance to happen occasionally and without any cumulative effects.
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Re: MMO Tests - Interactive FAQ

Post by Brother » 06 Jun 2017, 16:49

599. Any plans to have the instanced battles keep track of some player performance statistics? Like kills, deaths, damage done, wounds healed etc.? Would be so cool!
  • Answer: Indeed! That is one of the main reasons why we wanted them to be implemented.
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 08 Jun 2017, 11:01

600. Will you give us the possibility to choose what bed we want to respawn on ?
  • Answer: Maybe later, when we implement a better house management system.
601. There is a mod that add doors inside buildings and can be claimed to set the whole room private... Will it be added to the game further ?
  • Answer: Once we finish the development of planned functions of the game, we might take a look on the player's suggestions/mods and will implement the most popular ones.
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Re: MMO Tests - Interactive FAQ

Post by Midgards » 10 Jun 2017, 11:24

602. Some building need many door to be built but wen you finish them the duilding have only 1 door, Are you going to change the recipe or you going to add doors like question 601 ?
  • Answer: Door modules are used for a building price balance, rather than a realistic representation of how many doors that building has.
603. In the previous Development News #55 you informed us that you will implant the carts in next OBT of LiF: MMO. Will the carts also be available on YO and When?
  • Answer: Carts are our local meme here in the studio. Because they're so awfully unpredictable during the development process. Hopefully, we will have them for the next CBT run or the following one. Chances are, that we might patch them into YO first and then to MMO. But we cannot provide any certain dates :(


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Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 14 Jun 2017, 16:45

604. How do you want to change the unit and formations tree?
  • Answer: You will see :wink:
605. With a q90 arbalest with 90q bolt you can hit on half plate q80 with 50 piercing damage on head. Isnt it a bit too much?^^
  • Answer: I'd say it is just enough.

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Re: MMO Tests - Interactive FAQ

Post by Jaikant » 15 Jun 2017, 03:58

Sorry to join the discussion right now i'm not sure if it have been asked already but :

606. If i buy fews characters, will I be able to work with all of them on my individual differents personnals claims ? are the persmission for this account bound or can we allow someone to work on our personals claims ?
  • Answer: You can set up access rules to your personal claim in the same manner as a guild leader can set those up for a guild claim. So you can let certain characters to have certain rights on your personal claims.
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Re: MMO Tests - Interactive FAQ

Post by Jaikant » 16 Jun 2017, 15:46

607. What will be the number of total animals on the MMO map ?
  • Answer: Not entirely sure about your question. Approx. the same amount per server node as in LiF:YO.
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 17 Jun 2017, 15:14

608. Do you think possible to remove furnitures modeles inside warehouses ? It prevent players to put useful furnitures :(
  • Answer: It's not planned.
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Re: MMO Tests - Interactive FAQ

Post by Adriankowaty » 18 Jun 2017, 12:30

609. Is there (meaning both a MMO CBT as well as postrelease version) a permadeath mode or not?
I don't ask because I'm a deathmacher or rules' violater, I'd just want to know (as poor fighter) if my character gets attacked and killed by somebody or an animal, have I to pay for a ticket for an another character?
  • Answer: There is no permadeath in MMO. You simply respawn and lose a certain amount of your skillpoints (depending on your alignment.


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Re: MMO Tests - Interactive FAQ

Post by Yotoni » 18 Jun 2017, 15:12

Camil199197 wrote:589. At the moment you can flat 4 field high differences with the pave mechanic. Will this be changed or will this stay this way? (Very important to know)
  • Answer: Nope, we plan to fix it.


610. Does that mean actual 4 field high differences structures will collapse when this is fixed or how will it be handled?
Will the 2 field high differences be the terraformed max height limit with any ground type?
  • Answer: They will stay. But it will be impossible to make new ones. In MMO we plan to have a wipe before OBT, so that should not be an issue. In LiF:YO servers, actually, admins could tweak that setting since our release in 2014. They can do it now if they think that 4 field high cells are legit. Or make a wipe of their server if they want to remove current one, or force claim owners to do it


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Re: MMO Tests - Interactive FAQ

Post by BlazeTheStallion » 23 Jun 2017, 06:33

611. when is cbt 4 coming?
  • Answer: It's here.
612. why isn't there a non battlement piece for all walls for better junctions of walls? this would allow for better T and + joints. possibly a doored 3 or 4 way junction piece as well?
  • Answer: We will consider that.

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Re: MMO Tests - Interactive FAQ

Post by Jaikant » 25 Jun 2017, 17:43

613. So referring to question and answer n°607, you say it will be same as in YO per node, but the number per server change, so this will be 49 nodes (as in image linked below) * 100 animals for a total of 4900 animals on the whole map ? Or are the nodes bigger regions that i cant find back the map, with actual regions in YO that we can get rare materials from them ?

http://cdn.wccftech.com/wp-content/uplo ... ha_map.png

Pipolebeaubrun wrote:607. What will be the number of total animals on the MMO map ?
  • Answer: Not entirely sure about your question. Approx. the same amount per server node as in LiF:YO.

  • Answer: Regions are bigger in MMO and take up to a couple of server nodes. A number of wild animals is variable.
614. So you want to change the weights capacity bonus from willpower in future, for less i suppose ? will the difference be important than now ? will the others bonus like intelligence that give extra skills points change too ?
  • Answer: Still no final decision.
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Re: MMO Tests - Interactive FAQ

Post by Saar » 25 Jun 2017, 21:49

615. Why decide to delete the 4 field high cells?
Even if this functionnaly was created by a bug, it's an interesting feature as you decide to lower clay max "altitude".

It's :
- realistic (the better way to reinforce a field is using stone wall/pavement)
- historic (Maya used reinforcement to build the Macchu Pichu for example)
- interesting in defensive point of view but it's requesting a lot more work
- a difficult but passable obstacle, as the wall (even without any siege weaponry.
- creating diversity in settlements (for now, all of the city look like the same and mountains just cannot be settled)
- will become less powerfull on defense with the "crouch mode" and siege weaponry.

Maybe can you organise a feodal democracy poll before decide to change it or, can you please, explain your reasons ?
  • Answer: There is no crouch-climbing yet and it is not right to make such impossible terrain just with the terraforming.

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