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

Re: Interactive FAQ

Post by Bobik » 07 Sep 2011, 14:54

85) Actual game mechanic. It's alliance of guilds, where one guild is leading and the rest are following. Tributes will be possible also.


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 07 Sep 2011, 20:21

reposting as requested:


86) i was reading another post regarding tracking... will there be a stealth system that allows you to wreak havok 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?


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 07 Sep 2011, 23:05

87) there is metion 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?

88) 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?"

89) how will you balance ranged vs melee?

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

Re: Interactive FAQ

Post by Bobik » 08 Sep 2011, 07:11

86) there will be no invisibility in any ways. You will have to use obstaсles (bushes, trees, landscape features) to hide from enemy or stay behind him. So ye, in theory you will see everyone miles away.
87) Peacefull crafting, your own small shed, small garden, alot 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 you way of thinking away from WoW levels, mob farming and battlegrounds arenas.
88) 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.
89) Pretty much like it was in real world - shileds>ranged, speed (cavalry)>ranged, range>rest.


Garetheis
 
Posts: 11
Joined: 01 Sep 2011, 13:40

Re: Interactive FAQ

Post by Garetheis » 08 Sep 2011, 10:21

I thought you guys said that there would be no cavalry because it would unbalance your game

Four legged running <> cavalry. It's just a joke, for those, who understand.
... Wow lol do jokes get any more lame? :P Btw most Americans wont get it they'll just think that you wont have mounts...


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 12 Sep 2011, 16:43

90) what will claiming territory look like?

Per bobik:

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.


Uzikaljhamin
 
Posts: 1
Joined: 12 Sep 2011, 12:07

Re: Interactive FAQ

Post by Uzikaljhamin » 13 Sep 2011, 13:29

91) What do you think your biggest challenge in getting the game completed will be?

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

Re: Interactive FAQ

Post by Bobik » 13 Sep 2011, 14:49

91) Not really gameplay realted question, but whatever. Biggest challange will be to make all that monstrous game to run smooth and lagless, and especially during first days of release or server wide sieges.


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 15 Sep 2011, 07:22

92) 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?

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

Re: Interactive FAQ

Post by Bobik » 15 Sep 2011, 11:19

92) 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.


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 15 Sep 2011, 22:38

93) how do you envisage the rank/hierarchical structure working? Will there be a world wide set rank, ie only 1 true king in the world?

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

Re: Interactive FAQ

Post by Bobik » 16 Sep 2011, 06:20

93) No, global ranking won't be game enforced.


Sisma89
 
Posts: 3
Joined: 11 Sep 2011, 18:44

Re: Interactive FAQ

Post by Sisma89 » 19 Sep 2011, 06:53

94) 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? ( didnt see requriements mentioned in other threads nor faq)

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

Re: Interactive FAQ

Post by Bobik » 19 Sep 2011, 07:04

94) 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 :)


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 19 Sep 2011, 13:41

95) any environmental effects (ie day/night cycles, weather) in the game, and will it actually affect game play?

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

Re: Interactive FAQ

Post by Bobik » 19 Sep 2011, 14:10

95) there will be day/night cycles and hopefully weather system. But it will affect only players by limiting their visibility.


Eskaldar
Alpha Tester
 
Posts: 45
Joined: 19 Sep 2011, 14:48

Re: Interactive FAQ

Post by Eskaldar » 19 Sep 2011, 18:06

Zdarova Bobik, hi all.
sorry from my english, hz mojno li tut translitom pisat'
96) I whant ask about melee combat, how it work ? I heard a podcast but something don't understand.
will only be one swing or not ? (i mean it like be only right swing or left swing, or it be and right and left and overhead). if i right understand all weapon 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.
p.s. thx for answer, anyway.
Ya veryu v rossiskiy gamedev!


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 20 Sep 2011, 15:49

97) what's going to be the single largest object a player can build in game?

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

Re: Interactive FAQ

Post by Bobik » 20 Sep 2011, 18:23

96) IT's gonna be 4 directions of swing (pretty much same in most other games) left-right, right-left, overhead, thrust. Well, ye, iH weapons will be faster, while 2H are slower. And ye, water is wet and fire is hot BTW :)
97) I think keep or palace (if we ever gonna let players to build palace). But that might change futher in development.


Eskaldar
Alpha Tester
 
Posts: 45
Joined: 19 Sep 2011, 14:48

Re: Interactive FAQ

Post by Eskaldar » 20 Sep 2011, 19:20

98) how will work stats in game ? ( i mean str con dex and other), will be the differences between race ? what a stat cap ?
99) will be crosshair or not?(i like how it realese in age of chivalry)
100) Great question!!! LIF will be only in English ?(nadeyus' 4to net)

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

Re: Interactive FAQ

Post by Bobik » 21 Sep 2011, 09:02

98) Not really worked out fully. There will be 5 stats and they will affect gameplay in direct way (like strength wil ladd to melee damage) and indirect way as primary/secondary stats of skills. There will be a stat cap.
99) There will be a crosshair at least with ranged weapons and no weapons (to select objects or players to interact).
100) Release plan is only English. We will provide localization lately, when we have time and resources for that.


Eskaldar
Alpha Tester
 
Posts: 45
Joined: 19 Sep 2011, 14:48

Re: Interactive FAQ

Post by Eskaldar » 21 Sep 2011, 16:17

Bobik wrote:....
100) Release plan is only English. We will provide localization lately, when we have time and resources for that.

i understand that :(
101) Label LIF is a hint of "CCCP"(serp i molot/serp i mech) or coincidence ? i like :)

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

Re: Interactive FAQ

Post by Bobik » 21 Sep 2011, 17:27

101) Pure coincidence. I don't know what are you talking about :)


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 22 Sep 2011, 19:52

102) What will traveling be like? Will there be any sort of "fast travel?"


Eskaldar
Alpha Tester
 
Posts: 45
Joined: 19 Sep 2011, 14:48

Re: Interactive FAQ

Post by Eskaldar » 24 Sep 2011, 09:49

103) Big question! Can I ask questions in Russian? Please:)? I can understand English, but I find it hard to write or speak it.
104) in goha.ru Xseven say about styles in melee, like DAOC. This way or that is in fact ?
105) In game will be collision ? I mean characters will pass through one another or not?

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

Re: Interactive FAQ

Post by Bobik » 24 Sep 2011, 16:12

103) Stick to English on these forums, please. If you want to ask question in Russian - i'll answer it on Goha.ru
104) I doubt that we will ahve some styles or whatever coded. It will be pretty much like M&B melee.
105) Yes there IS a collision in game and players collide eachother too.


Eskaldar
Alpha Tester
 
Posts: 45
Joined: 19 Sep 2011, 14:48

Re: Interactive FAQ

Post by Eskaldar » 25 Sep 2011, 05:55

106) I like FPV. I can play only in FPV(like in M&B and Age of Chivalry) ? Becouse i read old interactive FAQ and you say that:"1st person veiw 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.

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

Re: Interactive FAQ

Post by Bobik » 25 Sep 2011, 08:51

106) We will allow to switch back to FPV even if you got melee weapon unsheathed.


glenncariaga
 
Posts: 150
Joined: 07 Sep 2011, 13:54

Re: Interactive FAQ

Post by glenncariaga » 25 Sep 2011, 15:10

Bobik wrote:106) We will allow to switch back to FPV even if you got melee weapon unsheathed.

the POV is not a deal breaker for me, but i prefer the 3rd person view. I think it's more immersive. FPV does not give you peripherals. If it does it looks really awkward.

107) I saw the towers in the screenshots.... they look awwweeesssommmee! 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?

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

Re: Interactive FAQ

Post by Bobik » 25 Sep 2011, 16:40

107) No, you won't be able to alter already built buildings or it modules.

Return to General Discussion