MMO Tests - Interactive FAQ

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.
User avatar
Midgards
True Believer
 
Posts: 12
Joined: 21 Jun 2016, 16:49
Location: France

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 :(


Camil199197
Zealous Believer
 
Posts: 51
Joined: 15 Dec 2016, 01:51

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.

User avatar
Jaikant
Zealous Believer
 
Posts: 5
Joined: 02 Jun 2017, 18:10
Location: France

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.
small, small, sma...... BIG!

User avatar
Jaikant
Zealous Believer
 
Posts: 5
Joined: 02 Jun 2017, 18:10
Location: France

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.
small, small, sma...... BIG!

User avatar
Khan-
Zealous Believer
 
Posts: 1261
Joined: 18 Apr 2015, 15:12
Location: France

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.
100% French speaking alliance of Royaume Franc : http://lifeisfeudal-fr.com/
Image
Les Témoins de Mérovée Site - Forum - Me contacter


Adriankowaty
True Believer
 
Posts: 2
Joined: 06 Feb 2015, 13:19

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.


Yotoni
Zealous Believer
 
Posts: 55
Joined: 10 Feb 2014, 16:50

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


BlazeTheStallion
True Believer
 
Posts: 3
Joined: 29 Oct 2016, 03:38

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.

User avatar
Jaikant
Zealous Believer
 
Posts: 5
Joined: 02 Jun 2017, 18:10
Location: France

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.
small, small, sma...... BIG!

User avatar
Saar
Zealous Believer
 
Posts: 309
Joined: 05 Jul 2016, 14:26
Location: Toulouse - France

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.


Kuhulin
True Believer
 
Posts: 1
Joined: 19 Jan 2017, 09:43

Re: MMO Tests - Interactive FAQ

Post by Kuhulin » 26 Jun 2017, 15:35

616. Now for shooting from any crossbow it is enough to have 10 strength and 10 agility, and for archery is not mandatory agility. So conceived or in the future the attributes will affect the shooting?
  • Answer: Yup, we still plan to tune it.


Adriankowaty
True Believer
 
Posts: 2
Joined: 06 Feb 2015, 13:19

Re: MMO Tests - Interactive FAQ

Post by Adriankowaty » 07 Jul 2017, 04:45

617. Maybe it was answered earlier, but which are the Newbie server's parameters?
I'm mostly asking about skill gain multipier and skill cap itself?
Am I allowed to be "jack of all trade" or have I to specialize?
  • Answer: Basically, the Newbie Island is a more gameplay restricted version of the main world. You will have a lower skillcap and there will be wipe every week. On the other hand, there will be tutorials and some introductive quests along with bright nights and PvP only in a designated area. You should consider a newbie island exactly as a newbie area, which limits your progression significantly, in exchange of tutoring, safety, and faster progression.


Geralt89
 
Posts: 1
Joined: 11 Jul 2017, 16:08

Re: MMO Tests - Interactive FAQ

Post by Geralt89 » 11 Jul 2017, 16:41

Hello there. I‘m trying to find this information on the internet but it‘s still very unclear for me. Could you please explain to me if the owners of Your own will be able to play mmo without purchasing of account or buying a chacacter slot

User avatar
Dalin
Beta Tester
 
Posts: 61
Joined: 19 Oct 2014, 21:48
Location: Val de Roc

Re: MMO Tests - Interactive FAQ

Post by Dalin » 11 Jul 2017, 18:30

618. Do you plan a mecanic to delete inactif bands or orders ? I am a bit scared about the fact to browse +3000 of this groups on the guild browser.
  • Answer: Good point. We will think about it.
Traducteur FR - Gestionnaire du Wiki FR - Bijoutier des TdM
Image

User avatar
Hallegra
Beta Tester
 
Posts: 149
Joined: 05 Dec 2014, 00:13

Re: MMO Tests - Interactive FAQ

Post by Hallegra » 12 Jul 2017, 17:50

Hallegra wrote: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.


619: This question was asked in May and a breath bar was added to the game recently, but players are still able to swim freely while wearing any kind of armour. When is this anounced change going to be implemented, as 2 months ago it was imminent but we have not yet seen anything?
  • Answer: We will tune it once we finish more important tasks.

User avatar
Khan-
Zealous Believer
 
Posts: 1261
Joined: 18 Apr 2015, 15:12
Location: France

Re: MMO Tests - Interactive FAQ

Post by Khan- » 13 Jul 2017, 11:32

620. There are more and more solid/soil bridges in the MMO. It seems bridges, pontoon, harbours and ships are still planned but not yet.
Do you plan a solution against these solid bridges that will cause huge troubles when ships and all the stuff will be there ?
  • Answer: We will make the jump ability for our ships so they can jump over such bridges. :smiley: trollface.jpg
    On a serious note, I think that once we're going to have ships, everyone will use them and will make their own decisions about where to build such bridges or where to dig canals for ships. Anyway, if some guild will decide to block an important ships trading route in such a manner, then that guild will get a lot of troubles from other guilds :wink:
100% French speaking alliance of Royaume Franc : http://lifeisfeudal-fr.com/
Image
Les Témoins de Mérovée Site - Forum - Me contacter


Yotoni
Zealous Believer
 
Posts: 55
Joined: 10 Feb 2014, 16:50

Re: MMO Tests - Interactive FAQ

Post by Yotoni » 14 Jul 2017, 11:28

620. There are more and more solid/soil bridges in the MMO. It seems bridges, pontoon, harbours and ships are still planned but not yet.
Do you plan a solution against these solid bridges that will cause huge troubles when ships and all the stuff will be there ?
Answer: We will make the jump ability for our ships so they can jump over such bridges. :smiley: trollface.jpg
On a serious note, I think that once we're going to have ships, everyone will use them and will make their own decisions about where to build such bridges or where to dig canals for ships. Anyway, if some guild will decide to block an important ships trading route in such a manner, then that guild will get a lot of troubles from other guilds :wink:


621. by "dig canals for ships", do you mean it will be possible to dig under water? What is the intention on it and how does it work?
  • Answer: You're able to dig in the water as long as you're not floating/swimming. We plan that such depth should be enough for some basic small ships to navigate down such channels. Bigger ships will have to stay in deep waters.


Latrus
Devoted Believer
 
Posts: 7
Joined: 30 Apr 2016, 01:28

Re: MMO Tests - Interactive FAQ

Post by Latrus » 16 Jul 2017, 17:40

622. In reference to the the following excerpt from Development News #60:
In other news, when the open beta starts, we are going to remove the ability to alter client program files by the players — this will solve the majority of issues surrounding fair play. All settings will be stored server-side and will be protected from client-side changes.

Can you please clarify your policy on client-side scripting for UI enhancement mods in MMO. Will we still have access to console and be able to load simple UI enhancement scripts per previously stated policy (question 97).
  • Answer: Currently, we plan to restrict all types of access to the script and console in the MMO. We might consider some individual mods to get an exclusion in such rule if they prove to be really useful and not crossing the "too much of an advantage" line.

User avatar
Elindor
True Believer
 
Posts: 195
Joined: 20 Dec 2013, 18:48

Re: MMO Tests - Interactive FAQ

Post by Elindor » 18 Jul 2017, 19:04

A couple questions about the battle system and how it works.
For starters though, I understand why you are doing instancing and have always planned to - both from a server performance stance and from a gameplay balancing stance. I think it is good that it takes multiple successful attacks to wipe someone out of a location.

QUESTIONS:

623 - You have talked about open field battles in which your town/castle is not present...are there going to be sieges as well where those things are present and you get the chance to defend them?

624 - Someone mentioned that you fight field battles until your monument is reduced to lvl 1 and then the next battle is a siege and then you defend your base, is that correct? If you lose that then is your monument removed and your base destroyed?

625 - Why not if someone attacks you, you get to defend your base against their attack instead of open field battle?

626 - In these open field battles, is the terrain basically the stock terrain of that server square? If so, how does the system decide who starts where? Seems like that could be problematic.

Just looking for some elaboration on how all this is going to work. Seems like a shame right now to have these cool medieval towns/defenses and not be able to use them when it counts.
  • Answer: We will be answering questions related to instanced battles after we implement them.

User avatar
Elindor
True Believer
 
Posts: 195
Joined: 20 Dec 2013, 18:48

Re: MMO Tests - Interactive FAQ

Post by Elindor » 18 Jul 2017, 20:44

So it sounds like what happens is this:

- Attacker declares war on Defender and an instanced field battle is scheduled
- They fight and if the Defender is defeated their monument is downgraded or just suffers damage
- If they lose enough of these open field battles their monument is degraded to lvl 1 and then the Attacker can initiate a siege mode on Defender's base and they (and all on server) can damage Defender's base as they please, this is open to all and lasts X amount of time, it is not scheduled.
- If their monument is destroyed they are done in that area and have to restart somewhere else.

So, questions / concerns, maybe you can answer:

627 - What happens if the Defender wins some of these instanced field battles? Does it stop the forward progress of the Attacker or no?
628 - What if the Defender's monument is ALREADY lvl 1 at the beginning, then do they not get to do instanced field battles at all? Does the Attacker get to go directly to open siege on their base? (along with the entire server)

CONCERNS:

The field battles sound fine, but it seems odd that the most important battle, defending your own base which you've spent tons of time on, is non instanced and non capped and open to everyone on the server (which is gonna be a shark fest disaster). Shouldn't ONLY the Attacking group be able to damage/loot? I hope this open siege period has a pretty short timeline that is in primetime.
  • Answer: We will be answering questions related to instanced battles after we implement them.


Camil199197
Zealous Believer
 
Posts: 51
Joined: 15 Dec 2016, 01:51

Re: MMO Tests - Interactive FAQ

Post by Camil199197 » 20 Jul 2017, 08:09

629. Will the instanced battles be like Judgement Hour in YO, who anyone can take anything from anyone like horses etc?
  • Answer: We will be answering questions related to instanced battles after we implement them.


Masteroliw
True Believer
 
Posts: 12
Joined: 09 Jun 2016, 21:46

Re: MMO Tests - Interactive FAQ

Post by Masteroliw » 20 Jul 2017, 13:19

630. Is beta wave 2 going to be more of the same of beta wave 1 in terms of time, 2 week test runs with around 1-2 month pauses, or is the servers going to continuously run throughout the wave?
  • Answer: It will run continuously with some short downtimes for the updates.

User avatar
Balandar
Zealous Believer
 
Posts: 9
Joined: 26 Jun 2017, 15:23

Re: MMO Tests - Interactive FAQ

Post by Balandar » 21 Jul 2017, 13:41

Not sure if this has been asked..

631. If you delete your character in the MMO will you get the ticket back to travel to the mainland with a new character?
  • Answer: No. Once character ticket is used, you can't get it back.
Image
Discord | Forum Lurker

User avatar
Ferimer
True Believer
 
Posts: 20
Joined: 08 Jul 2017, 19:32

Re: MMO Tests - Interactive FAQ

Post by Ferimer » 21 Jul 2017, 14:45

Ive got some questions about the MMo SErvers and how exactly they are going to work.

632. WIth Guilds being a heavy focus, and with the map holding possible 10,000 MAX(not sure if thats the max or not). Anyway, Are the servers going to be ACtive player based or Character Created based? WIth active player base and lets say another guild attacks your guild and you have people that need to log in to defend the guild but they cant because the map server is full, wouldnt that go against everything you are aiming for in terms of battles and sieges and guild playing. Lets say A guild drops an instance battle flag down and a bunch of people sign up but you have 24 hours before it starts, you go to join the battle but cant log in because the map server is full thus not being able to enter the battle that would be a bit unfair wouldnt you think?

633.How exactly do you plan to remedy this situation?

634.or is it going to be 10,000 Characters made per server ?

  • Answer to all of the above: Since it is only one character that can be logged on from the same account at the same time, then character = account = player. We will do our best to avoid log in queues. Most probably we will open new servers as soon as we see that population in currently running servers is getting close to reaching the limit. Anyway, such problem can happen in any game, but never happens (at least for an extensive period of time).
Image

User avatar
Karabas
Alpha Tester
 
Posts: 323
Joined: 23 May 2014, 17:45
Location: Moscow

Re: MMO Tests - Interactive FAQ

Post by Karabas » 22 Jul 2017, 14:11

Spoiler


Spoiler

635.
  • Answer: We will be answering questions related to instanced battles after we implement them.
Gray tag. Gray axe.Image
Image

User avatar
Karabas
Alpha Tester
 
Posts: 323
Joined: 23 May 2014, 17:45
Location: Moscow

Re: MMO Tests - Interactive FAQ

Post by Karabas » 22 Jul 2017, 15:16

636. may be atackers should sign up for battl on th BATTLE TOTEM ? they should not just use the home guild monument sitting in home? it would be more realistick - atackers must travel to battle field too, not only defenders. :friends:
or i will attack all the map just sending one person to place the totems here and where..... its not fair. atackers army MUST travel too
  • Answer: We will be answering questions related to instanced battles after we implement them.
Gray tag. Gray axe.Image
Image


Subtext
Zealous Believer
 
Posts: 6
Joined: 24 Feb 2016, 14:58

Re: MMO Tests - Interactive FAQ

Post by Subtext » 22 Jul 2017, 16:48

637. In the past I have heard that at some point the castle keep will be able to be placed "over" the monument. Is that still true? And if yes, will we see that before OBT or receive information about where the tile for the monument will be in the castle keep?
  • Answer: Yup, it is true, we're still working on it. We will do our best to implement it before an OBT.
638. Are there plans to change tabards so that their colours are permanent on creation?

It currently feels somewhat off that tabards automagically change their colours if someone else equips them or that all tabards get changed if the guild leader decides to change the tabard colours.
  • Answer: Tabards are our way to remove floating colored guild names on top of the heads (as you see in almost all other games). Even though it is still not realistic enough, it acts as important FOF (friend-or-foe) detection in large battles, where there is no way you can hover your crosshair over everyone. We want that system to work straight and clear, without situations, where certain people will wear tabards of another guild, but will still be members of some other guild.

639. Are there plans to limit how often guild leaders can change their tabard colours? Currently it is possible to quickly copy an enemy guild's tabard, making some fights plain annoying. If yes, would it revolve around a simple cooldown or a currency cost required to change guild colours?
  • Answer: Yup, we had such limitation in our plans.
640. In the past I heard mention of underground doors and modules to be planned in the distant future. Could you elaborate a bit on your ideas in that regard?
  • Answer: It is one of many ideas that are good, but we don't have resources/time to implement properly :frowning: The idea is, that certain structural modules (doors, walls, windows, battlements) can be installed straight into the section of the tunnel and will act as an unmovable object (like on the surface of terrain).
641. In a previous update you mentioned that certain file settings will be stored server side in order to prevent cheats like night vision or sunlight grade torches.

Will we still have access to the skill_types.xml file to modify autocraft settings or to remove minigames if we aren't fans?
  • Answer: We currently plan to implement scripts and console protection in the MMO, because there is nothing much you can or have to mod in MMO anyway. But in LiF:YO there are lots of modders, thus, most likely we will not protect scripts in LiF:YO.
Image

User avatar
Ferimer
True Believer
 
Posts: 20
Joined: 08 Jul 2017, 19:32

Re: MMO Tests - Interactive FAQ

Post by Ferimer » 22 Jul 2017, 18:41

Karabas wrote:636. may be atackers should sign up for battl on th BATTLE TOTEM ? they should not just use the home guild monument sitting in home? it would be more realistick - atackers must travel to battle field too, not only defenders. :friends:
or i will attack all the map just sending one person to place the totems here and where..... its not fair. atackers army MUST travel too


Only The GUild Leader can place down the battle Totem not just anyone. You have to be at war with the Guild. It will cost certain resources to place the battle totem. Also if the ARmy you wish to attack sees you trying to place a battle totem you are likely to be attacked and killed so sending just one person (guild leader) to put the battle totem up isnt wise at all as he will probably get killed. THis system will also enable Border LIne Patrols. Meaning that the defending army atleast once every 2 hours or Hour is going to want to do a Realm border patrol to ensure that the Battle totem isnt fully constructed. Making it strategic and making scouting viable. If you can catch on to a enemy guild patrol patterns you can place youre totem. These IB's are going to add a fun mechanic to the game where defending what is yours is more evident now than before.
Image


Paid
 
Posts: 2
Joined: 08 Jul 2017, 09:59

Re: MMO Tests - Interactive FAQ

Post by Paid » 23 Jul 2017, 13:24

642. Will there be a way to play PVE only? I do not like to be killed by every troll who just likes to kill everybody he encounters.
I know, there is a kind of punishment for this but will this really stop them? They can always buy a new character slot and these are not so expensive that that could stop them.
  • Answer: I doubt much trolls will want to pay 10$ for every 10-20 kills. But we will see, if our alignment system will not work as intended, we will tune it. But also it is true, we also plan to add RP/PvE MMO servers in the nearest future, so that might work better.

User avatar
JackStark
Zealous Believer
 
Posts: 52
Joined: 24 Mar 2016, 23:45

Re: MMO Tests - Interactive FAQ

Post by JackStark » 25 Jul 2017, 02:40

643. Is the climbing skill planned before obt? what is the current time frame.
  • Answer: Nope, we plan to implement it after OBT launch.
644. given future terraforming mechanics, will climbing be used to get up 2 tile terraforming, fencing, and will it work with the very steep terrain of mountains. A few years ago you even talked about being able to climb walls at a high enough skill? are features like that still planned?
  • Answer: Yup, that is what it was intended for.

Return to General Discussion