Some decent Noob Island screenshots.

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Baelgor
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Some decent Noob Island screenshots.

Post by Baelgor » 12 Sep 2014, 23:53

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It may not seem that big but believe me, there is enough space for 64 players, even if you want to live a hermit style life.
And now this no claim thing makes sence, a Tier 4 guildclaim is huge, it would take like 40% of the map or even more, and if this happens the leftover space for the others is ****, so no claims are a wise step.

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Saxxon
 
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Re: Some decent Noob Island screenshots.

Post by Saxxon » 13 Sep 2014, 00:09

:Yahoo!:

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Baelgor
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Re: Some decent Noob Island screenshots.

Post by Baelgor » 13 Sep 2014, 11:03

More screenshots are uploadet on the Steamhub from LiF:YO but its kinda foggy on Noob Island right now, so they look some kind of mythical ;)


Siegbert
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Re: Some decent Noob Island screenshots.

Post by Siegbert » 13 Sep 2014, 11:55

I this supposed to be the same noob island that non paying players in the MMO will be stuck at?

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Baelgor
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Re: Some decent Noob Island screenshots.

Post by Baelgor » 13 Sep 2014, 13:13

I do think so


Daeo
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Re: Some decent Noob Island screenshots.

Post by Daeo » 14 Sep 2014, 15:20

It may not seem that big but believe me, there is enough space for 64 players, even if you want to live a hermit style life.
And now this no claim thing makes sence, a Tier 4 guildclaim is huge, it would take like 40% of the map or even more, and if this happens the leftover space for the others is ****, so no claims are a wise step.



I believe that for YO, there needs to be smaller scale guide/siege warfare. In order for YO to survive as a multiplayer server for small groups to purchase from Game Server Providers, there needs to be a purpose. Why would a small clan or a moderate clan involve their funding in a small scale server if they can't at least practice?
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Bobik
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Re: Some decent Noob Island screenshots.

Post by Bobik » 14 Sep 2014, 16:54

Why do they need to guild system to practice their guild teamplay?

That is what we had in mind firstly. LiF:YO server is a place where guild can test some tactics between themselves, practice formations movement and engagement, plan their settlements, fortifications, test game mechanics in general. Of course it would be nice to have different tags, but that is definitely not that important for larger guilds. They will compete on a MMO scale.


Jezbelle
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Re: Some decent Noob Island screenshots.

Post by Jezbelle » 14 Sep 2014, 17:45

Bobik wrote:Why do they need to guild system to practice their guild teamplay?


A lot of it's psychological.

1) Wether we like it or not, gamers crave competition. It's what drives anyone in a multiplayer game to keep playing and playing. A guild system allows competition to be more visible. It gives people a better excuse to compete on a large scale.

2) Its also a REASON to fight. To have battles. There's more glory in winning land/recourses for a guild than there is for a 'community' of players.

3) It's an organization tool. If we're already going to be forming groups and calling them guilds, why not have the mechanic? The mechanic will allow us to visualize our guild roster, make better plans amongst ourselves, set dates, assign roles.

Steam players will LOVE this. Let's give them what DayZ/Rust can't have. Guilds are the name of our game! It's totally about community and organization and teamwork. Let's champion these qualities.


Daeo
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Re: Some decent Noob Island screenshots.

Post by Daeo » 14 Sep 2014, 17:55

Bobik wrote:Why do they need to guild system to practice their guild teamplay?

That is what we had in mind firstly. LiF:YO server is a place where guild can test some tactics between themselves, practice formations movement and engagement, plan their settlements, fortifications, test game mechanics in general. Of course it would be nice to have different tags, but that is definitely not that important for larger guilds. They will compete on a MMO scale.



On this topic,

The player limit of 64 slots is similar to that of Wasteland on Arma3.

1. People join up with each other to fight for a common survival experience. Or they fight each other in an all out battle.

2. Small communities or 'clans' use the server for practice.


Developing a multiplayer server for just 1 purpose when there are many uses for it without realizing that there is a market for small communities to run their own little universe is a shortcoming.

I know your intent is to provide a place for clans/guilds to practice, but you almost must consider that there will be those players who will not want to compete in the large scale system and will rather cling to what they already know.

I understand that you are trying to recreate what made Shadowbane awesome, but there are markets for both and I believe considerations should be made for that.
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Deantwo
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Re: Some decent Noob Island screenshots.

Post by Deantwo » 16 Sep 2014, 18:52

Jezbelle wrote:
Bobik wrote:Why do they need to guild system to practice their guild teamplay?

...
1) Wether we like it or not, gamers crave competition. It's what drives anyone in a multiplayer game to keep playing and playing. A guild system allows competition to be more visible. It gives people a better excuse to compete on a large scale.
...
3) It's an organization tool. If we're already going to be forming groups and calling them guilds, why not have the mechanic? The mechanic will allow us to visualize our guild roster, make better plans amongst ourselves, set dates, assign roles.
...

Guilds are used to visualize a group of players in a MMO game where not everyone knows each other.

But in our little LiF:YO servers, all the players on a server could be considered a "guild". The players most likely know each other in some form or another. Groups would be easy to visualize because everyone will know who is in your group.

There is no reason to split up the players on a LiF:YO server into multiple groups without them all knowing about it. Guilds are only useful in MMOs because no one will know you are a group of players unless they know you all, but on a LiF:YO server you either know this already or aren't part of the server.

Guilds just doesn't make sense on a 64-player server game.
Guilds wouldn't carry over from server to server.

And if none of that satisfy you, then just mod in a "guild" system?

-

Sorry... random rant again. I am in a bad mood, and aren't we a little off topic now? Sorry!
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Jezbelle
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Re: Some decent Noob Island screenshots.

Post by Jezbelle » 16 Sep 2014, 20:01

Deantwo wrote:There is no reason to split up the players on a LiF:YO server into multiple groups without them all knowing about it. Guilds are only useful in MMOs because no one will know you are a group of players unless they know you all, but on a LiF:YO server you either know this already or aren't part of the server.


While you speak articulately and seem to make coherent arguments, sometimes you struggle with this: You base many of your arguments on assumptions.

You assume that all players learn and interact the same way. That they have good memory. That they have internal organizational tools. That they don't need help from the game to keep track of different players (I for one, am visual, and have trouble remembering names, and need tools like these). You assume that a 64 player server will be extremely intimate, and not house thousands of players, when it very possibly could if it became overpopulated. You assume that players do not want many smaller, competing guilds, that they would rather progressively work together as a community. You assume that YO will be more about teamwork and less about competition....

The greater freedom and amount of choice we give players, the more popular this game will be. It is one of the most redeeming attributes of this game: player freedom. Let's not cut it short. Keep giving players as many tools to help shape their own world. If that means multiple competing guilds on a 64 player server, let that be the case.

Do not sell LIF short! MMO, or YO.

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