While the developers are busy with coding and making the game, I took the liberty to help them out on the forum side of things. I went through and compiled an organized version of the FAQ which Bobik was replying to.
Please note: This thread is only for simple reading. Please continue to ask the questions in the other thread, just don't ask questions that are already asked. Also, don't ask too many questions as they will have less time to develop the game in order to reply to your questions.
Enjoy.
Warning: Some of the aspects of the game answered and explained in the FAQ are NOT a final decision
*Note - Some of these questions and answers are from 2011, so they FAQ may not be 100% accurate.
*Note - I will be updating this on a daily basis since it will take me a couple days to compile all the questions and answers.
Updated: 10/09/2013
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Question: How will you prevent, or will you prevent, the players from constructing so much that the server starts to lag due to many polygons/objects/whatever?
Answer: We do not plan to artificially prevent players from building a lot of stuff. We are just planning to make it so that it's just gonna need a lot of effort to build a lot of stuff + high decay speed outside of claimed territories (personal or kingdom). So buildings that no one is interested in maintaining will decay and disappear quite fast (matter of 1-2 reallife days).
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Question: Will you be using LODs?
Answer: We already use them and we make models with 2-4 LODs.
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Question: As interested in the cooking skill and other skills as I am, how will the player learn how to forge a sword, or cook a meal? I mean, does he need a recipe, reach a certain level or does he just need to know the right combination of materials?
Answer: Some recipes will be auto revealed while progressing in a skill level. Some recipes needs to be revealed (cooking, alchemy mostly) by yourself or will work like TES4:Oblivion alchemy - set of ingredients with their own effects that result in single potion.
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Question: Is there going to be sailing with ships?
Answer: Sailing will be possible, but not at retail I think, maybe later.
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Question: Are there going to be regions of the map with different climates, like covered in snow all the time or jungle?
Answer: Yes, we plan to make some map zones with different climates on our continent (snow, desert, plains, tundra and so on).
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Question: Where will the game server/servers be located?
Answer: First server will be located somewhere in Europe (Germany maybe). I have no idea about NA servers, since we will have to find some kind of company that will be willing to organize everything related to opening a NA server.
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Question: Will there be something equivalent to guards or zap towers (from darkfall, I didn't like the player city towers.) in NPC or player cities?
Answer: Currently we plan something like vengeful ghosts that will be attacking criminals or players that are hostile towards the kingdom, that had built that church.
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Question: Will you be able to build a house in any location without having to have a deed of some sort, or only be able to place them in certain locations with a limit on the amount of houses in the world IE:(Darkfall).
Answer: You will be able to place a house in any location, that you'll be able to flatten. So, you won't be able to place it open sea, inside or near NPC city, on other players/kingdom claimed territory. Nothing close, like it is in Darkfall.
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Question: Will players be able to make their own ingame maps and books?
Answer: Doubt that. At least not in retail.
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Question: Will there be various races (e.g. Human, Elf, Dwarf, etc)?
Answer: Only human races will be available (and I'm not even sure, if we'll be able to create that much content for different human races). There will be NO orcs, elves and so on.
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Question: Maybe an odd question, but I haven't seen any mention of it yet. Any magic spells/skills in game?
Answer: Only religious powers. Nothing like pew pew magic in other MMOs.
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Question: Tying in with the first two questions, is there going to be a large fantasy aspect of the game, or are you trying to keep an aspect of realism?
Answer: Trying to keep aspect of realism with a bit more religious powers and such.
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Question: What will be the max terrain draw distance?
Answer: Yet to be decided, but 1 km as minimum.
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Question: What will be the draw distance for server side object (player based structures, trebuchet etc)?
Answer: Same thing - yet to be decided - we need some test to be done, when we gonna have an optimized network and render codes.
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Question: What will be the draw distance for other players / NPCs?
Answer: Same answer as the previous question.
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Question: Will you use broadband's data capacity or will it be 56K max like WoW / mass market MMOs?
Answer: We will aim for most optimal connection usage, but can't promise you 56k though - we will have way more data to transport than in WoW and other MMOs.
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Question: Will various resources (types of woods, minerals, flora, fauna) be localized to specific regions or equally dispersed everywhere?
Answer: Pretty much all resources will localized. Maybe, except ores and terrain resources (will try to make a balanced dispersion).
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Question: Will the environment itself be designed as a tool to the player by utilizing physics based interaction like Dark Messiah, or will actionable effects be restricted to the combat system like Mount and Blade?
Answer: Second option. It's MMORPG after all.
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Question: In WoW, objects have no mass, so you can carry unlimited objects only restricted by item slots. Also objects have no volume, so you can fit 10 elephant mounts in your backpack, or a full stone gatehouse. How will usable objects and resources be represented in terms of both volume and mass. Mostly in reference to how will player inventory work?
Answer: Every item will have it's own mass property and size property (small, normal, large, huge). So you can carry a limited amount of weight (depending on stats and such) and you can't place large sized object (shield for instance) inside a small sized container (pouch for instance). Some items will be only possible to carry in 3D world (on your back, only one item and with lowered speed) - like tree logs, anvil, loom and such.
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Question: Will there be a way to fill in a spot in a tunnel if you screwed up or dug to the surface by accident?
Answer: We haven't decided that yet, but in the current plan you'll be able to raise underground floor level. However you won't be able to fill the whole block this way. So yes, if you messed up then you're done.
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Question: What will people bind to, will it be a bindstone as seen in darkfall? Or will it just be a certain cell or building (like an Inn)??
Answer: Beds or better say any buildings with enough beds in it for an every player to bind there. That will just bring some reason to build residential buildings not just for sake of RPing or a safe spot.
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Question: When you siege something, and claim it, are you destroying everything to do so? As well, where do all the people who are bound to that city end up if they do lose it?
Answer: Siege system gonna be announced later, but it's gonna be something in between Shadowbane/Darkfall siege systems.
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Question: Archery Aim System; how will it be?
Answer: You must aim with a crosshair, determine distance to the target and raise your aim (ballistic trajectory) and predict it movement, in case if your target quite far. Well, nothing special here, like in most good games, that have archery.
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Question: Crafting System; Can you name a game that it will be similar to, if you had to.
Answer: HnH + a bit of Oblivion alchemy a bit rough parallel, but still.
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Question: Can you Create something unique through mix and match, on top of the current crafting system and if not retail what about future?\
Answer: Well, your alchemy potions can be rather unique + you can make weapons and armor with your name on it. There will be crafting like add ingredients and see what happens, but I believe all those recipes will be discovered quite fast - so there will be nothing unique about them in a late game.
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Question: You said the game is skill based; is it like UO- the more you use a skill the higher it will go; and if so, is there a limit to what you can Master/Learn?
Answer: 100 skill level is max, 700 combat + 700 crafting skill skill cap. It might change in later development.
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Question: Will there be a way to gauge distance/depth while mining? I read through all the faq but didn't see a clear answer
Answer: You can dig in horizontal directions only by square size (2m*2m). You can dig upward and downward with a 0,5 meter difference from a cell you are standing at. You can lower or raise surface ground level at a rate of 0,1 meter per iteration.
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Question: Texture Stability and Solid. - Will Arrow textures stick into the ground, player, walls and etc.. or will they just act as if its ice, and hit the ground?
Answer: If I understood you right - arrows, bolts and other throwing projectiles ARE sticking already in walls, terrain and other players. It is implemented already.
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Question: Will All Building Structures be hollow?
Answer: If I understood you right - almost all buildings will have an interior, where players will be able to move. Only some decorate and distant buildings in a central NPC city will be solid.
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Question: Will there be poison for arrows or crossbow bolts?
Answer: Not planned ATM, I'd say no.
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Question: Can there be Quick Switch between weapons i.e. Can I stab you and then switch to my crossbow and finish you off with an arrow to the face?
Answer: We will make a friendly user interface, so you will be able to cycle through weapons, but I don't think it will be instant weapon switch.
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Question: Will we be able to sit on chairs / ledges (most games got chairs,but you can never sit on them)?
Answer: Maybe yes, maybe no. It's not our priority for sure.
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Question: Will there be chat restrictions or no? Like spam in global chat, region or local chat?
Answer: Sure, we will try to keep public chats clean.
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Question: PvP/Conquest will there be a game mechanic that says/shows this area is yours and your enemy owns this part (perhaps based on some kind of building radius)?
Answer: Yes, there will be actual visible kingdom borders in our world, and messages when you will enter or leave some kingdom or private territory. And of course global announcements about territory battles or sieges.
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Question: Is role-playing going to be supported with some in-game mechanics, like owning your own character sheet, or being able to auto-translate smiles and "lols" to *smiles* *laughs*?
Answer: Don't think so. Maybe in a later post release stages.
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Question: Will a player be allowed to handle his/her in-game interactions without GM or Staff interference unless it crosses the line into Sexual, Racial and or Biblical Harassment?
Answer: Yes. I'm pretty much sure we won't babysit everyone, unless a certain line is crossed. That line is pretty common in most games: sexual, racial, religious harassment, cheating and bug exploiting and such.
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Question: In previous FAQ topic you said that water will be Wurm-like 1-level everywhere. My question is: will there be possible way to build castle on high-ground, dig moat around AND actually fill the moat with water? Or is it going to be just moat-like hole around castle?
Answer: Second option - if you want to have a moat filled with water - you'll need to dig it at the sea level.
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Question: You also mentioned that if you screw up with digging your mine it's hard to "patch it up". What if, let's say, someone siege my castle and make tunnel under my walls. I defeat this scum, but tunnel going right under my walls is not satisfying me. Especially when the same guy (and everyone else) can get into my town again, and now he doesn't even have to do anything?
Answer: I think we will make it possible to patch up tunnel entrance and exit, so it become a surface back again. With some kind of tunnel decay implemented later - that will do.
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Question: One more thing I'm not sure of. What I read is that you can master one skill (for example be a legendary blacksmith) and be not-the-best in other skills (alchemy, leatherworking). Let's say I start playing with friends, we all are newbies and must work together on mining/woodcutting/building/hunting. After some time we want to give everyone a role so he can master one skill, for example I'll be blacksmith and someone will provide me high quality ore. Is there any reset option, so I can maximize stats in one profession?
Answer: It will be pretty much like in UO. You could switch every skill in 3 states:
locked - no skill level change,
arrow up - skill level will rise, when used,
arrow down - skill level will decay when skill cap is being hit and another "Arrow up skill" level should be raised.
So you can play with those locks and unlocks and respec anytime.
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Question: What do you mean with "with some kind of tunnel decay implemented later"? Do you mean after the release? My biggest fear is that LiF will turn out into one big grief fiesta with tunnels and all kinda stuff left behind by players that aren’t even playing the game anymore.
Answer: By later, I mean in beta stages. That feature definitely needs to be done, we just simply don't have it in current state of our terraforming engine (and we moved to melee combat development and other tasks).
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Question: A follow up question; How limited will terraforming be? Will you be able to terraform other players land in a matter of minutes or will it be time and resources consuming?
Answer: I've mentioned somewhere, that you won't be able to terraform blocked cells (blocked by building or by other kingdom/player property right).
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Question: I do know this is expected to be based on realism BUT you have to add some more races and if you do I would suggest making race languages and people won't understand you unless you talk in basic dialect(will there be multiple races and a lang system set up).
Answer: We plan to make 3 race archetypes (no names yet):
- western european like
- viking/slav like
- mongol/arab like
But to be honest it's all about amount of art work to do, and if we'll see that it will delay us greatly - there is a chance that it will be only one race in a release.
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Question: Will there be ships?
Answer: Was asked already - we plan them in post release period.
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Question: Will there be a Life is Feudal Wiki?
Answer: Sure - either fan driven or hosted by us.
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Question: Can you swim or learn to swim?
Answer: Yes, both.
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Question: Will there be musical instruments?
Answer: Yes, but not sure if we'll be able to implement good musician skill before release.
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Question: What currency will there be?
Answer: Coins of Bronze, Silver and Gold.
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Question: Do you have to sleep in game or no?
Answer: Sort of going off-line.
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Question: Bobik will you play the game with us or no?
Answer: Nope, I think I won't have time or moral rights to do so. But I will observe it for sure.
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Question: Can you climb mountains or only jump like in minecraft?
Answer: You'll be able to climb mountains, some trees, maybe even walls with a good climbing skill level.
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Question: How do you guys plan on getting word of your game out? Cause this forum is kind of lacking in numbers.
Answer: I doubt we'll have a huge advertising budget. I hope that game will say for itself, when it comes out. Anyway - time will tell, no certain plans ATM since it's too early.
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Question: Is it going to be possible to go solo or is being in a guild/clan essential?
Answer: Solo will be possible, but we will stimulate teamwork more. It's MMORPG and not a single player game after all!
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Question: You say you're going to use something similar to sb when it comes to sieges but will you be using other sb like things? ex.the rune droppers that drop runes that give you more abilities?
Answer: Nah, since there will be no PvE (except hunting) there will be no rune droppers, rune camping and such, as it was in SB. I think we'll get inspired by SB siege and political system - nothing else.
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Question: What differences does the viking/slav racial group have compared to the western-European one?
Answer: Differences will be designed later. Currently we plan to make it easier for some races to learn certain skills. For example, viking/slavs will be proficient with axes and 2H weapons, western europeans with 1H and shields and plate armors, and arab/mongols with mounted combat and archery. It will be only skill progression difference and not some kind of limitations, so any race will be able to train and master any skill. It's just will be designed to make it easier.
Racial restricted weapons yet to be decided.
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Question: Do the races have any major differences other than culture?
Answer: Differences will be designed later. Currently we plan to make it easier for some races to learn certain skills. For example, viking/slavs will be proficient with axes and 2H weapons, western europeans with 1H and shields and plate armors, and arab/mongols with mounted combat and archery. It will be only skill progression difference and not some kind of limitations, so any race will be able to train and master any skill. It's just will be designed to make it easier.
Racial restricted weapons yet to be decided.
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Question: No magic in that game? No heals and mainly - no other-heals? (except some regen from food and maybe pots?)
I play with a lot fps games with swords and bows (M&B/Ages of Chivalry, etc) and one thing this games miss to be very good - you can’t heal your teammates and do good support to them. Bandages maybe for healing?
Answer: No instant heals for sure. Maybe something to regain softHP fast, but not hardHP for sure.
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Question: What about other-buffs like in DF? In DF its very nice for teamplay. Other-buffs don't last longer and in fight you need found sometimes to regroup, other-buff, heal up and go again.
Answer: Not decided yet. Currently we plan nothing but blessings before battles and weapon sharpening, armor fitting/patching between battles (while traveling or during siege pauses).
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Question: Resurrect allowed or no?
Answer: You'll be able to help a knock downed player to regain softHP faster, but dead man is a dead man - he will be resurrected at his bind point.
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Question: What about shields in pvp. If i will be shoot in ppl with shield i can hit in his leg/head? Or i just will be hit his shield every time? Shields will be drain stamina when rising? Or will be broken if they catch enough arrows? Or what? I mean - here is not will be infinite blocking? how i can interrupt blocking?
Answer: Pretty much like it was in medieval times. Formation control, situation control, strategy control (like pike mans vs cavalry, heavy knights vs light infantry, cavalry vs ranged units and such). I got your idea, but it won't be like it was in DF - i hope it will be something new.
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Question: How much ppl you imagine on your server? 3000 online? 10000? You will use cluster technology or just one-standing server + SQL server maybe? Or one server - one game zone?
Answer: Hard to tell. Of course we currently plan cluster system for our world (like 1 server per 3*3 km block of landmass), but we need to do a lot of optimization and tuning before we ever be able to collect and analyze any performance results. I have an experience from other Torque MMO developers of like 500sh online players per one server. So, in theory, we can have battles of 250vs250 on one terrain block, or 500*47=24 500 players. But it's very rough and i missed a lot of details - real numbers will be way smaller I suspect.
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Question: Will all aspects of combat be like M&B? Like melee, archery and mounted combat?
Answer: It won't be a 100% M&B rip off. But most of the things, like it is in M&B will be inspired by reality and we'll try to reproduce that.
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Question: There will be no PvE, that means no old fortresses with mobs or anything like that?
Answer: Yup, no dungeons, old fortresses, hidden caves and such, until you want to dig them yourself and inhabit them with your friends.
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Question: So with the kingdom thing, you won't be able to build in other peoples territory, what happens then if you have a house somewhere and a nation pops up to surround your little estate?
Answer: That nation will have more rights on your land. It can politely ask you to move somewhere else, join their nation and stay where you are, or simply force you to move by destroying your stuff, since it won't be protected, since it will be on their land. Kinda harsh, but life is feudal.
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Question: How will structures be, considering solo players, small guilds, big guilds, large alliances and massive nations?
Answer: I've answer about guild system somewhere earlier. In few words: solo player - property less guild - guild with property - alliance of guilds.
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Question: Will the combat be completely skill based, so that solo/small guilds actually with higher skill can beat overwhelming numbers with less skill and organization?
Answer: It is our aim to make combat rather player skill based, then in game skill based. But it might be harder to combat overwhelming numbers in our game (since there will be no powerful buffs, 100500 AoE nukes and a lot of heals). So better avoid being outnumbered or be outnumbered in a choke points.
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Question: You might have posted something about this before but can you build underground and make big cities in mountains and under the ground?
Answer: You can't build any solid structures underground, only small devices (anvil, forge, bed, wardrobe and so on).
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Question: Will wildlife act like real wildlife and not the usual mob like acting?
Answer: I hope so.
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Question: Will hunting be realistic as in skinning and such, so that you wont need to kill 30+ of this or that creature to get a armor set, or will it be kill one bear and you get a hide big enough for 1 perhaps 2 players?
Answer: We will try to make hunting some kind of challenge and fun and so it will be rewarded accordingly. I'm sure it won't be like you standing in the middle of constantly respawning bears and killing them with a speed of one bear per 30 seconds.
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Question: Will you be able to wear cloth over armor?
Answer: I believe not. We might implement guild cloaks with emblems in game, or make some armors with cloth over it pre modeled.
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Question: Will there be a enviromental weather system like if you are wearing steel armor in snow you freeze or in desert you overheat? And clothing like silk under armor in desert is better and hides in snow will protect you?
Answer: Thought about that. If we have any spare time for that - we will make it.
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Question: Will there be any instances, like in sieges or can a third or fourth party come and conquer while others are fighting?
Answer: Sieges won't be instanced (everyone can come). But we plan to make territory battles. It will prearranged battles on a fixed territory, where every side should make a list of participants and only those player, who are listed will be able to battle there - rest players will be booted from that territory and won't be able to join battle, until it ends.
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Question: Will the game overall be fast paced or slower?
Answer: Something in between.
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Question: Will it take like a day, week or month of real life time to skill up if you are actively doing it for say 8 hours a day?
Answer: Like 1-2 weeks to reach level 90 in a skill, and like half a year/full year to reach 100
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Question: Will there be much of a grind?
Answer: No.
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Question: Will there be any unique equipment for people participating in Alpha/Beta tests, not OP but different from live equipment?
Answer: Don't think so.
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Question: Will there be any big difference between starter equipment and end level equipment or will the game be mostly player skill based?
Answer: There will be a difference, but not that big.
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Question: Why people must fight for other territory? I mean, yeah, it’s very fun to fight. But, but what it give to people what win or lose?
In LA2 city give taxes. In your game can we set taxes?
In DF city give binds (nice to have city with good pve spots) and teleport around the world. And some resources in city (Timber, Rare ore mines, Farms). What motivation in gain or destruction of cities and in building kingdoms?
Answer: We will have taxes. So, reasons for waging wars will be: taxes, resources (especially metal mines) and don't forget about political and ego drama.
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Question: Will there be a separation of roles in the group, such as a tank, DD, support? Maybe based on equipment or skills/abilities.
Answer: I hope that game will adopt close to realism roles: pikeman, cavalry, heavy cavalry, ranged units, heavy infantry and such. Those will be based on skills and equipment (armor and weapon types mostly).
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Question: Will there be some single/crowd control skills/actions(not a spells)? Maybe aimed hit to legs or hands and effect by weapon type?
Answer: Knockdowns, disarms, AoE with arrows are planned.
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Question: Do you make some sort of self heal(like a bandages in UO)?
Answer: SoftHP - kinda yes - potions. Hard HP - only to stop bleeding from deep wounds.
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Question: What is soft and hard HP, what is is the difference between them?
Answer: Written a bit about that on our site. In few words: HardHP = actual health, SoftHP = consciousness.
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Question: I was reading some topics and it appeared to me that there will be no npc traders. How will the game developers add money in the game economy with no npc's? I think the only way that this could happen is adding different currencies for guilds. Or do you have other plans?
Answer: There will be NPC traders in a central NPC city and we plan player vendors but later, after release.
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Question: Will the developers prevent that one or two guilds will rule the world of "life is feudal" by restricting the amount of land you can conquer or directly control (for example max: 5% of the world map)?
Answer: Amount of land per guild will be limited, amount of guilds in alliance and their lands - no limitations.
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Question: Are Nations/Kingdoms a actual in game mechanic, or is it simply another name for guild controlled land?
Answer: Actual game mechanic. It's alliance of guilds, where one guild is leading and the rest are following. Tributes will be possible also.
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Question: I was reading another post regarding tracking... will there be a stealth system that allows you to wreak havoc that way, ala stealthed rogues in WoW? or will everyone have some sort of ability to sneak up on other players? or will you see everyone a mile away?
Answer: There will be no invisibility in any ways. You will have to use obstacles (bushes, trees, landscape features) to hide from enemy or stay behind him. So ye, in theory you will see everyone miles away.
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Question: There is mention of solo play. what's that going to be like, especially since there won't be traditional mobs to kill, and lack of quest NPC's?
Answer: Peaceful crafting, your own small shed, small garden, a lot of hunting (since you'll have to travel really far to stay alone and away from major guilds and alliances). It's just another way of gaming, try to shift your way of thinking away from WoW levels, mob farming and battlegrounds arenas.
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Question: How big is the world going to be, i read that it is going to span from the fall of rome until pre-gunpowder era. will there be "crusades?"
Answer: World will be 21,5 * 21,5 kilometers = 462,5 sq.km. It's up to players to have crusades or whatever they like to do - we won't force something like that with game mechanics or scripts.
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Question: How will you balance ranged vs melee?
Answer: Pretty much like it was in real world - shields>ranged, speed (cavalry)>ranged, range>rest.
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Question: What will claiming territory look like?
Answer: Players will have a right to claim territory, it will be visible, if territory rights overlay will be active or simply by getting near that territory. You can't make someone to unacquire his territory, unless you're a leader of country, that have claimed that territory by building city and special building (that cause all territory in some radius to become a territory of that country). In that case you have a right to give or take away personal territory claims to your men. I think we will work out something, that will give some time for previous claimant of that territory to befriend with a new feudal or move to another spot and claim land there.
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Question: What do you think your biggest challenge in getting the game completed will be?
Answer: Not really game play related question, but biggest challenge will be to make all that monstrous game to run smooth and lag less, and especially during first days of release or server wide sieges.
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Question: How many people can there be maximum in a localized area? ie how many people can you have in your small castle at one time?
Answer: We hope that we can handle up to 300-500 people in a one small area without significant lags. But it's too early to talk about that.
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Question: How do you envision the rank/hierarchical structure working? Will there be a world wide set rank, ie only 1 true king in the world?
Answer: No, global ranking won't be game enforced.
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Question: What will be the system requirements like for the game? Will the graphics be "scalable"? "Will i be able to play it on a laptop? ( didn’t see requirements mentioned in other threads nor faq).
Answer: We will do our best to make our game as much scalable as possible in a field of graphics. You'll be able to play on a laptop, it all depends on how good your laptop is.
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Question: Any environmental effects (ie day/night cycles, weather) in the game, and will it actually affect gameplay?
Answer: There will be day/night cycles and hopefully weather system. But it will affect only players by limiting their visibility.
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Question: I want ask about melee combat, how it work ? I heard a podcast but something don't understand. Will only be one swing or no? (I mean it like be only right swing or left swing, or it be and right and left and overhead). If I understand all weapons have be self speed (mb I wrong) and if you have 2H long weapon its speed be low and another if you have 1h short weapon speed be faster.
Answer: It’s gonna be 4 directions of swing (pretty much same in most other games) left-right, right-left, overhead, thrust. Well, yes, 1H weapons will be faster, while 2H are slower. And yes, water is wet and fire is hot.
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Question: What's going to be the single largest object a player can build in game?
Answer: I think keep or palace (if we ever gonna let players to build palace). But that might change further in development.
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Question: How will work stats in game? ( I mean str con dex and other), will be the differences between race? what a stat cap?
Answer: Not really worked out fully. There will be 5 stats and they will affect game play in direct way (like strength will add to melee damage) and indirect way as primary/secondary stats of skills. There will be a stat cap.
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Question: Will there be a crosshair or no?(I like how it released in age of chivalry).
Answer: There will be a crosshair at least with ranged weapons and no weapons (to select objects or players to interact).
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Question: Great question!!! LIF will be only in English?
Answer: Release plan is only English. We will provide localization lately, when we have time and resources for that.
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Question: What will traveling be like? Will there be any sort of "fast travel?"
Answer: There will be Run/Sprint in game.
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Question: In goha.ru Xseven say about styles in melee, like DAOC. This way or that is in fact?
Answer: I doubt that we will have some styles or whatever coded. It will be pretty much like M&B melee.
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Question: In game will be collision? I mean characters will pass through one another or no?
Answer: Yes there is a collision in game and players collide each other too.
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Question: I like FPV. I can play only in FPV(like in M&B and Age of Chivalry)? Because I read old interactive FAQ and you say that:"1st person view won't be forced at all, for instance, unsheathing a melee weapon will bring a close behind back 3rd person camera view." For me FPV more realistic and give me greater immersion in the game, 3rd person not give me that.
Answer: We will allow to switch back to FPV even if you got melee weapon unsheathed.
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Question: I saw the towers in the screenshots.... they look awesome! That makes me wonder. After the tower/wall is built, at a later time can you make them taller? Essentially, could you modify it after it is built to make it look different, or BE different without having to tear it down and start over?
Answer: No, you won't be able to alter already built buildings or it’s modules.
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Question: Can a melee hit on two standing near targets? I mean, if hit by slashes. Or will kick in only the first, as implemented in Mortal Online.
Answer: No, only first one will be hit.
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Question: Will there be GM's? As they would choose if they will?
Answer: I think there will be some GMs but we won't pick them among players for sure.
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Question: Will there be one and a half arms? (1H/2H weapon, I mean bastard and other), that we could take it in one hand, and in two hands.
Answer: Yes, we plan to make those.
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Question: Will FF be on? (friendly fire)
Answer: Yes. FF 100% on always.
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Question: Will be groups or no? (I mean like in other MMO or it be like in Mortal Online)
Answer: I think we gonna have Darkfall groups - so you can see their bars, have same chat room and see them at a distance, but nothing more.
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Question: I can see HP,stamina and etc my enemy or no? What will I see, when I target my enemy in crosshair?
Answer: Only hard and softHP, but that might change further in development.
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Question: Will be siege machines? (catapults, ballistas, and others).
Answer: Yes, but not sure if we are going have them at release.
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Question: Will the beta be like Mortal and 99.99% of other betas and we just get on and play (after providing a code or some means) or will it be like Xsyon (aka the WORST beta style possible) and be paid beta?
Answer: We will see later in development. Anyway, I don't like paid beta idea at all and will do my best to avoid that.
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Question: I know you said no npcs.... but I’d really love to see taming implemented... taming was my fave part of mortal till they nerfed it so bad that anyone who uses it is a tard. (used to have me and 5 friends go into keeps with minotaurs as pets... took 20-30 people to beat us.
Answer: NPC<>mobs. We will have NPCs in starter city, I hope we will have player vendor NPCs, and we will have wild animals mobs, most of those will be tamable and will be converted in domestic animals after tame (like aurochs -> cow).
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Question: Any word about thieves? Will thievery be in game? In what form? Snooping, pilfering people, open their locked houses with lockpicks and rob them?
Answer: Have not yet decided about stealing.
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Question: How do you plan to balance PVP between different classes. I mean (archers versus melee, etc.)?
Answer: Shields>archers in most cases, Archers can't kite some lightly armored troops, archers can't avoid mounted units much. On other hand, archers can kite other troops, can hide in hard places for cavalry and so on.
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Question: How will you balance the different types of weapons and armor? I would not want that to be LIF was a similar situation as in Mortal Online, which currently are OP horse archers and foot with a halberd.
Answer: You will see.
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Question: Bobik, what is your personal vision on the archer vs melee (and mounted archer vs foot melee)?
Answer: Shields>archers in most cases, Archers can't kite some lightly armored troops, archers can't avoid mounted units much. On other hand, archers can kite other troops, can hide in hard places for cavalry and so on.
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Question: Will there be different types of damage (piercing, slashing, crushing), and whether the armor on ways to protect them?
Answer: Yes, there will be different types of damage.
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Question: What materials can craft weapons and armor?
Answer: Don't really understand that question. Metal, leather, padded. No mythril of other fantasy metals.
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Question: How will defend the shield in LIF? As in M&B? Would it be possible for the raised shield to hit the opponent's feet?
Answer: Yes, in our current state of hit detection system you can hit legs of blocking player.
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Question: Bobik, you were talking about permanent death. What is your vision?
Answer: There will be no permadeath, at least not at release.
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Question: Since the opportunity to incapacitate the enemy without killing him, can I capture an enemy?
Answer: No, you can't. But we will think about options to demand a ransom for sparing opponents life.
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Question: Will there be a prison or something like that? It would be possible to implement execution (of all kinds, hanging, cutting off of heads, quartering, etc.).
Answer: Nothing like that.
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Question: Will there be slavery or life in prison, in captivity?
Answer: No.
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Question:Will the player will get old?
Answer: No.
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Question: Will there be food and what role will it play in the world and the player?
Answer: RTFM on our site.
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Question: Game Settings. Can I configure the keys as I want? For example do different strikes on a single button?
Answer: Yes.
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Question: Can you name at least rough the system requirements?
Answer: Not right now. The more modern your rig will be - the better.
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Question: Pets. How many pets can be a character?
Answer: We plan no pets, at least not in classic MMORPG meaning.
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Question: How many metals (steel, copper, bronze, etc.) will be in the game?
Answer: Not decided fully yet. But there will be no magic or fantasy metals. Only precious and common.
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Question: Will there be global map, global chat?
Answer: One global map, but no global chat.
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Question: Teleport?
Answer: Only recall planned ATM.
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Question: Can we learn about religion? What they give, whether they should or can do without them? What will work?
Answer: Not now - it's not designed fully yet.
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Question: Would it be possible to repair weapons, armor, etc.?
Answer: Yes, it will be possible.
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Question: Will it be possible to breed animals, engage in farming?
Answer: Yes.
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Question: Would it be possible to create food, like: milk, bread, cheese, butter, etc.?
Answer: Yes.
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Question: Will there be a large variety of weaponry at our disposal? It seems most sandbox MMOs suffer a lack of variety or a few overpowered weapons rendering others useless.
Answer: We will try to bring all major medieval weapon types into our game and also, we'll do our best to keep them balanced. We believe, that major aspect of choosing one weapon over another should be players combat style and not just DPS numbers.
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Question: Will certain structures only be able to be damaged / destroyed by siege weapons?
Answer: All structures can be damaged and destroyed by siege weaponry, but only at certain conditions (war, siege).
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