MMO 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
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

MMO Interactive FAQ

Post by Bobik » 15 Aug 2011, 08:42

Since we've lost previous one, i'm starting a new topic.
I would like to ask you to follow these rules in that topic:
1) Try to be more specific and avoid any discussions - keep that topic closer to "question-answer" format. If you want to discuss something related - start a new topic and feel free to do that.
2) Keep continuous numbering of questions, so it will be easy to find a pair of "question-answer". For instance, if you have 2 questions, and the last question in that thread was "34)", then you should number you questions as "35)" and "36)". Correct your question numbers, if you've posted your question at the same time with someone else. The latest on that thread should correct his number.


Kazzan
 
Posts: 32
Joined: 04 Aug 2011, 17:55

Re: Interactive FAQ

Post by Kazzan » 15 Aug 2011, 12:51

1. 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?
2. Will you be using LODs?
3. 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?

It's totally unintentional if these questions have been answered before, or can be found on the main page.

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 15 Aug 2011, 13:03

1) We do not plan to artificially prevent players from building alot of stuff. We just planning to make it so, that it's just gonna be needed alot of efforts to build alot of stuff + high decay speed outside of claimed territories (personal or kingdom). So buildings, that noone is interested in maintaining will decay and disappear quite fast (matter of 1-2 reallife days)
2) We already use them and we make models with 2-4 LODs.
3) Some recipes weill be autorevealed 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.


Kazzan
 
Posts: 32
Joined: 04 Aug 2011, 17:55

Re: Interactive FAQ

Post by Kazzan » 15 Aug 2011, 13:22

4. Is there going to be sailing with ships?
5. Are there going to be regions of the map with different climates, like covered in snow all the time or jungel-ish?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 15 Aug 2011, 14:52

4) Sailing will be possible, but not at retail i think, maybe later.
5) Yes, we plan to make some map zones with different climates on our continent (snow, desert, plains, tundra and so on).


Erkiman
True Believer
 
Posts: 27
Joined: 19 Jul 2011, 16:43

Re: Interactive FAQ

Post by Erkiman » 15 Aug 2011, 15:38

6. Where will the game server/servers be located?
7. 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?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 15 Aug 2011, 17:55

6) First server will be located somewhere in europe (Germany maybe). I have no idea about NA servers, since we will have to fins some kind of company that will be willing to organize everything related to oppening a NA server.
7) 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.


Grom Willmoor
 
Posts: 4
Joined: 21 Jul 2011, 23:19

Re: Interactive FAQ

Post by Grom Willmoor » 15 Aug 2011, 19:31

I don't know if this question has been answered or not yet.
8 ) will u 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).

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 15 Aug 2011, 20:16

8 ) 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/kigdom claimed territory. Nothing close, like it is in Darkfall.


Chocobot
 
Posts: 1
Joined: 05 Aug 2011, 10:35

Re: Interactive FAQ

Post by Chocobot » 16 Aug 2011, 20:05

9: Will players be able to make their own ingame maps and books?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 16 Aug 2011, 20:38

9) Doubt that. At least not in retail.


Geezy
 
Posts: 8
Joined: 17 Aug 2011, 09:07

Re: Interactive FAQ

Post by Geezy » 17 Aug 2011, 20:14

10. Will there be various races (e.g. Human, Elf, Dwarf, etc)?
11. Maybe an odd question, but I haven't seen any mention of it yet. Any magic spells/skills in game?
12. 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?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 17 Aug 2011, 20:18

10) Only human races will be available (and i'm not eve sure, if we'll be able to creat that much content for different human races). There will be NO orcs, gaylfs and so on.
11) Only religious powers. Nothing like pew pew magic in other MMOs
12) Trying to keep aspect of realism with a bit more religious powers and such.


Sizergh
 
Posts: 1
Joined: 18 Aug 2011, 10:40

Re: Interactive FAQ

Post by Sizergh » 18 Aug 2011, 14:25

13) What will be the max terrain draw distance?
14) What will be the draw distance for server side object (player based structures, trebuchet etc)?
15) What will be the draw distance for other players / NPCs?
16) Will you use broadband's data capacity or will it be 56K max like WoW/ mass market MMOs?

17) Will various resources (types of woods, minerals, flora, fauna) be localized to specific regions or equally dispersed everywhere?

18) 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?

19) 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?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 18 Aug 2011, 19:27

13) Yet to be decided, but 1 km as minimum.
14) Same thing - yet to be decided - we need some test to be done, when we gonna have an optimized network and render codes.
15) Same answer as on 2 previous
16) We will aim for most optimal connection usage, but can't promise you 56k though - we will have way more data to transport, then in WoW and other MMOs
17) PRetty much all resources will localized. Maybe, except ores and terrain resources (will try to make a balanced dispersion)
18) 2nd option. It's MMORPG after all ^^
19) Every item will have it's own mass prperty 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.


Bearodactyl
 
Posts: 11
Joined: 19 Aug 2011, 07:11

Re: Interactive FAQ

Post by Bearodactyl » 19 Aug 2011, 17:24

You've mentioned above that there will be very little magic, which I believe to be a good thing.

But will the archery/melee be similar to any other game out on the market? M&B warband, darkfall ect.


larsiam
 
Posts: 114
Joined: 19 Aug 2011, 06:42

Re: Interactive FAQ

Post by larsiam » 19 Aug 2011, 17:25

And will this be a "skill" based game? no auto aim or assit?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 19 Aug 2011, 19:10

Please, read site and another FAQ thread first, then post your questions.


Ateerix5
 
Posts: 2
Joined: 20 Aug 2011, 20:06

Re: Interactive FAQ

Post by Ateerix5 » 21 Aug 2011, 07:07

20) Will there be a way to fill in a spot in a tunnel if you screwed up or dug to the surface by accident?
21) 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)??
22) 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?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 21 Aug 2011, 19:37

20) We hasn't decided that yet, but in current plan you'll be able to raise undeground floor level. But you won't be able to fill whole block such way. So ye, if you've screwed - you're done 8)
21) 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 residetnial buildings not just for sake of RPing or a safe spot.
22) Siege system gonna be announced later, but it's gonna be something inbetween Shadowbane/Darkfall siege systems.


larsiam
 
Posts: 114
Joined: 19 Aug 2011, 06:42

Re: Interactive FAQ

Post by larsiam » 22 Aug 2011, 09:37

Bobik wrote:20) We hasn't decided that yet, but in current plan you'll be able to raise undeground floor level. But you won't be able to fill whole block such way. So ye, if you've screwed - you're done 8)
21) 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 residetnial buildings not just for sake of RPing or a safe spot.
22) Siege system gonna be announced later, but it's gonna be something inbetween Shadowbane/Darkfall siege systems.



darkfall is a massively broken seige stystem i pray to the lord you miminc nothing of DFO besides the combat fighting...- fire knocjups

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 22 Aug 2011, 11:54

I do agree with you, that DF siege system is not a system at all. But, again, please, keep that topic as clean as possible. If you want to discuss something - start a new topic.


Furanku
 
Posts: 80
Joined: 17 Aug 2011, 15:39

Re: Interactive FAQ

Post by Furanku » 23 Aug 2011, 08:17

6) First server will be located somewhere in europe (Germany maybe). I have no idea about NA servers, since we will have to fins some kind of company that will be willing to organize everything related to oppening a NA server.

^ comment ^

I can provide a NA Server Host that will take care of everything I will toss you an e-mail regarding it later.

23) Archery Aim System; how will it be ?
24) Crafting System; Can you give me Game that it will be similar to, if you had to.
25) Can you Create something unquie through mix and match, ontop of the current crafting system and if not retail what about future?
26) 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?
27) Can I ride a llama?... please

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 24 Aug 2011, 10:19

23) you must aim with a crosshair, determine distance to the target and raise your aim (ballistic trajectory) and predict it movement, incase if your target quite far. Well, nothing special here, like in most good games, that havve archery.
24) HnH + abit of Oblivion alchemy Abit rough parallel, but still.
25) 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.
26) 100 skill level is max, 700 combat + 700 crafting skill skillcap. It might change in later development.
27) Just be sure that zoo staff won't notice you :)


Shadowbane
 
Posts: 27
Joined: 26 Aug 2011, 02:09

Re: Interactive FAQ

Post by Shadowbane » 26 Aug 2011, 10:17

28) will there be a way to gauge distants/depth while mining I read through all the faq but didn't see a clear awnser'

EDIT:

one last thing I may have miss understood but if we can have only 1 charecter and have to choose between any form of fighter we want to create or craftsman ability's that seems like it will be very hard for a small tight guild to pull of giving up much needed fighter skills and give up guild city, or have guild city but no ability to defend it.again i may have misread.I would like to be able to master a craft on a different set of skill points other then the points i need to make my fighter type viable.

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 26 Aug 2011, 14:28

28) 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.

I believe i've mentioned it somewhere before - skill caps will be separate, so single character will be able to have combat and crafting skills.


Furanku
 
Posts: 80
Joined: 17 Aug 2011, 15:39

Re: Interactive FAQ

Post by Furanku » 27 Aug 2011, 11:25

29. 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.

30. Can I Alpha, and Omega test :) (this is a joke)

30 (the real 30). Would you considering adding P-A-C (player Added Content)
31. Will All Building Structures be hollow?


wongo007
Alpha Tester
 
Posts: 33
Joined: 05 Aug 2011, 17:12

Re: Interactive FAQ

Post by wongo007 » 27 Aug 2011, 11:57

32.will they be poison for arrows or crossbow bolts ???


Furanku
 
Posts: 80
Joined: 17 Aug 2011, 15:39

Re: Interactive FAQ

Post by Furanku » 27 Aug 2011, 18:35

33. 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?

User avatar
Bobik
Project Leader
 
Posts: 1155
Joined: 30 Apr 2011, 15:06

Re: Interactive FAQ

Post by Bobik » 27 Aug 2011, 19:19

29) If i got you right - arrows, bolts and other throwing projectiles ARE stucking already in walls, terrain and other players. It is implemented already.
30) Yes, that might be an option, but maybe later on.
31) Again, if i got you right - almost all buildings will ahve an interior, where players will be able to move. Only some decorate and distant buildings in a central NPC city will be solid.
32) Not planned ATM, i'd say no.
33) 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.

Return to General Discussion