MMO Tests - Interactive FAQ

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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.


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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.


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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

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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.
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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.

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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:
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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.


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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.

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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.

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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.


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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.


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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.

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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.
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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).
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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.
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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.
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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.
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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.
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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.

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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.

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Mryuan
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Re: MMO Tests - Interactive FAQ

Post by Mryuan » 25 Jul 2017, 03:52

645. how many CBT waves did you want to make.....
CBT5 CBT6 CBT7.....
every new stuffs come out will bring new bugs for it ,so every CBT wave need to fix bugs.... plz come to an end ... :Bravo:
  • Answer: 5-6

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Re: MMO Tests - Interactive FAQ

Post by Zohann » 28 Jul 2017, 07:50

646. Dear devs. You have mentioned that the instance battles are some kind of a solution to optimization problem, as the servers cannot hold the 200 vs 200 amount of players on one server, + terraforming and stuff, etc.

Judging from that, we can guess that the sieges on the MMO map are obviously not going to be playable also because of the same problem, as the attacking side is obviously going to come with the same amount of players, the same with defenders +base terraforming, etc. So, the sieges are playable only in instancing.

Also, as far as I understand, if one server cannot hold 200x200 players and terraforming, how the 25 (capital) server is going to work, as theres tons of terraforming +buildings +its the main noob area with supposedly 1000+ people constant population.

Also, if only one server is able to hold one instance battle, are going to have a separate server for an each instance battle? You want to maintain 100+servers at one time?
  • Answer: First of all I want to clarify, that under server we mean logical server or one instance of server software (.exe). And one physical server machine can hold 1 or up to 20 logical servers (or even more if needed). And they all will use the resources that machine has.

    Right now we have a plan to switch servers that have sieges planned into some kind of special high-performance mode (maybe even similar to the setting we have for battle servers) and put them on a separate hardware too. Since sieges will be WAY less likely than IBs, we think it can work out. We are also working out some kind of the process of making sieges instanced too.

    As about the capital, it is on a separate machine already and since it is a safe zone, there will be fewer activities allowed (no PvP, terraforming and crafting only in personal claims etc). We also plan that there will be no much reasons to hang out in the capital really.

    But what I'm trying to say, that in the worlds of complete freedom of movement, like for instance in EvE, there are always some moments when a LOT of players gets into one place for something. And it still lags, because no matter how well do you optimize everything - there is still a limit of resources, there is still a cap that will be reached. Some of you might have heard about "exciting" blob lag fights in EvE - no one likes them no matter who has won. So we're moving in 2 directions simultaneously -
    1. squeezing as many resources as we can for loaded servers and optimize our algorithms
    2. working out some ideas to discourage players' excessive stacking in one place or another
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 08 Aug 2017, 14:37

647. Do you plan to implement thunder and lightning to the game ? with also some random damage/death with lightning strike ? :ROFL: :angel:
  • Answer: We will implement it as a tool of cheater/hacker punishment by GMs :)
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Re: MMO Tests - Interactive FAQ

Post by Baal » 08 Aug 2017, 16:53

648. In the same idea of cool random event, do you have any ideas for implementing random event such as livestock diseases, random crop loss disease, death of players trees nursery because of climate event (heatwave and frost). LiF's game mecanics is actually producing tons of ressources very fast in every guilds, and exept for loss from war and battle there is no scarcity period that can create more needs and trade.
  • Answer: Yup, we might have a more massive server wide events implemented later on. But we agree with you that some resources might be too abundant. That is why we plan to extend our Regional resources system, so regional resources will be needed in bigger amounts for some bigger guilds on the end game level.
649. Have you plan to make apple tree not producting in winter or Hazelnut tree producing only in autumn ?
  • Answer: A very distant one.

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Re: MMO Tests - Interactive FAQ

Post by Balandar » 14 Aug 2017, 15:42

650. Now that we are closer to final wipe/soft release/OBT will we see the NA servers come online for the OBT?
  • Answer: Working on it.
651. Is there a separate newbie island for both EU and NA servers or is there only one newbie island and you can choose which region (EU or NA) you want to play on when you visit the ferryman?
  • Answer: Newbie servers will be separate.
652. How does the 24 hour early access work? For example; can everyone start on newbie island as soon as it's available (and limit early access to the main land) or only those with the early access option from the pledge packs?
  • Answer: Early access works for everything, including the Newbie island.
653. Does skill progression and items made on newbie island transfer to the main land?
  • Answer: Skills - yes (we have a smaller skillcap on the newbie island). Items - not.
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Re: MMO Tests - Interactive FAQ

Post by Baal » 15 Aug 2017, 20:55

654. Maybe it has been answer before but, are you ready to implement new faces for character creation ? actually there is only 3 faces for the 3 races, many players are looking the same. It will be a very important feature to upgrade before the OBT goes live when players will create their main character in the persistent world.
  • Answer: We have it in some distant plans, but not before the OBT.
655. In the character creation page it would be nice if we can choose different height. Not to make giant and dwarf but at least the actual average human and a choice with +20cm -20cm height difference. Have you any ideas to add this cool feature ? (of course a max height who fit with actuals doors dimension in buildings and mines)
(I know this can change the character's hit box at your disadvantage in combat, but hey it's cool to be a giant guy swinging a claymore ! :D )
  • Answer: Yes, it will be cool, but it will also be a real nightmare to balance. We might get closer to this feature sometime later on.


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Re: MMO Tests - Interactive FAQ

Post by Awaitz » 16 Aug 2017, 10:10

656. This might have been asked before, but I was unable to find any recent posts about it.
Are you planning to get rid of item duping, and the so-called "nightvision mods" widely used on YO servers today? In my opinion these would both be a game-breaker if allowed in the MMO.
  • Answer: Of course. One dupe is fixed, another is fixed, but not yet in the patch. Nights will become brighter, so there will be no need in a night vision much anymore. And we're going to close client side script files and console, so cheating will be not that easy anymore.

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Re: MMO Tests - Interactive FAQ

Post by Lako » 17 Aug 2017, 22:03

657. When will the time for food decay be implemented? I see this important aspect, both for realism and for the economy of the game, by making some foods that were not produced more interresting by the time of duration.
  • Answer: Sometime after the start of the OBT.
658. When will be implemented thirst and the need to evacuate? Is it possible to use this meterial for fertilizer as well? If it takes too long to degrade, will we have a stool cleaner in the cities so the streets will not be filled with human feces?
  • Answer: Nope, that is too much, really.

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Re: MMO Tests - Interactive FAQ

Post by Lako » 17 Aug 2017, 23:07

659. it is possible that with the skill advenced farm may have the "create hay roll" to make those cubes or hay rolls found on farms? Would use some 4 primitive strings to tie in a hay pack and this item could be placed on the floor and be moved as with other movable items. It would take another action on the advnced farm skill to undo the pack, so the primitive ropes that were ripped would be lost and the 200 units of straw would be released.
  • Answer: That is actually a good idea! I doubt we will have time to implement it sometime soon, but it worth implementing later on.

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Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 17 Aug 2017, 23:26

660. Is this wipe and resource shuffle a sign of OBT likely after CBT 5? I suppose that's a around and about way of asking the real question, will get a decent heads up before OBT goes live. I know we're all really excited for the pre-release, and a lot of communities would be thankful to be well rested and ready to shovel come launch. :D
  • Answer: There is Steam Early Access coming after CBT 5 and after few months OBT goes live.
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