Barbarians, raiders, hordes

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Arel37
 
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Barbarians, raiders, hordes

Post by Arel37 » 03 Nov 2014, 19:24

What about little NPC barbarian tribes(villages) scattered all of the map and rarely leave their tribe and loot our provinces?
And in the late time hordes come with their longships and disembark to our lands and raid and pillage our towns ?(If you play catan cities and knights you will understand this clearly)(something like great heathen army)


Solon64
 
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Re: Barbarians, raiders, hordes

Post by Solon64 » 03 Nov 2014, 21:31

While this isn't a bad idea, the developers have already said on a couple occasions that they will not be having NPCs in the game other than the starter island as well as possibly NPC vendors in the central NPC city.

My understanding is that they intend to let the player base decide the lore of the game, how the stories and history plays out. Great "crusades" against the heathens and some sort of viking raiders will not be implemented, although if the player base wants to get together and roleplay that sort of scenario, it's entirely possible.

Sorry to burst your bubble, but this is a PvP game, not PvE! :(

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Elindor
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Re: Barbarians, raiders, hordes

Post by Elindor » 04 Nov 2014, 03:55

There is no reason PvE and PvP cannot exist together - they are not oil and water, they do mix.

One takes precedence though - and in the case of LiF that would be PVP. However, a scattering of randomly occuring PvE mobs to fight would not deter from PvP...in fact, they could be looked at as more catalysts towards PvP engagements!

People need to stop thinking so black and white in this regard...

Darkfall and Mortal Online are both HEAVILY PVP games and they both have PvE. Tell someone from those games they play a PvE game and wait to get flamed off the planet.


Solon64
 
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Re: Barbarians, raiders, hordes

Post by Solon64 » 04 Nov 2014, 04:51

Whilst pve and pvp can certainly mix, it is my opinion that one should not really do so. What tends to happen is you either see npc mobs that provide no worthwhile loot and are either ignored or very annoying for people trying to do something. The other end is that their loot is too good, and one major guild camps them for forever for this really awesome high end loot. Sure, this end does encourage vying over the mobs through pvp (look at the old wow world bosses on pvp servers!), what usually happens is one guild dominates it utterly and no one else gets to have it at all.

I personally feel that in a pvp game, just leave npc mobs out of it, except things like moose and rabbits and stuff. Infinite respawning loot is very hard to balance, and they have bigger stuff to worry about


Kjaskar
 
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Re: Barbarians, raiders, hordes

Post by Kjaskar » 04 Nov 2014, 09:49

The bigger question is "How?"

The only way NPC's could function in this game is by basicly making them Bots with a decent enough AI to actually simulate the game entirely, with building, crafting, and (though strongly limited) terraforming. Having no other possibilities that the player doesn't already have.
Otherwise you would be forced to make them have loot that is limited to just them, thus creating PvE-Only ressources, forcing everyone to participate in PvE.
When you introduce loot to them that the player could be crafting himself, it doesn't take a genius to see what's going to happen.

Either they are extremely hard to kill and thus nobody messes with them and proceeds looting from players or crafting for themself.
Or they are too easy and players will loot exclusively from NPC's.
Or they drop bad quality and only primitive weaponry and tools and thus aren't of any interest after the first few days.

It overcomplicates things. Either its extremely pointless or its too much of an advantage.

Basicly, PvP is your PvE in this game.
I'm positive they're going to improve on hunting tho, making Carnivores a real threat to your farm animals to be forced to defend yourself, or several new forms of agressive wildlife you can meet in the wilderness. It'll take a while, tho.

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SirWinston
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Re: Barbarians, raiders, hordes

Post by SirWinston » 04 Nov 2014, 15:37

There will be two types of NPC in Life is Feudal: Animals and Natives.

Animals will be just like the current Mooses and Wolves, they go on do their animal stuff until they get butchered.

Natives will live in underground areas and will ocasionnally spawn in player built mines. They will be naked so no loot, it's just a small PvE challenge to make mining less repetitive I guess.

Most online MMORPG games feature instanced dungeons, but Life is Feudal’s will be open access. Meaning, all dungeons will be directly connected to the open world; watch your back when dungeon crawling, as players can and will attack you at any time. This is especially important to note in dungeons. It is highly likely that while you or your unit is fighting natives, another unit of players can attack you.

Players should always be aware of their surroundings in an online game RPG, and ready to respond. Always expect another player may attempt to gank you. In this way, LiF is an MMORPG like Ultima in terms of open world PvP, but an MMORPG like Mount and Blade for combat itself. For more info on LiF’s combat system, visit Life is Feudal the action MMO RPG No target combat and double bars.


EDIT: Oh and I forgot the few NPC vendors and trainers in Central City on the continent to guide new players. But I don't think you will be able to attack those.
Spoiler


Arel37
 
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Re: Barbarians, raiders, hordes

Post by Arel37 » 04 Nov 2014, 21:29

doesnt sound this epic ?:

You and your friends built an city and prepared an attack on somewhere. But when you exiting city walls, your friend in the watchtower near the sea writes: Ships coming, lots of ships coming get ready. After you hear this you saw another post in global: Raiders attacking our coastal village help!!. And another guy says:Same here bro I just fled from my one.
And you see raider ships disembarking and tons of furious warrior charging to your town with axes and torches. After a while you see outside of your castle walls burning like torches.

They will not stop pillaging and burning until they halted by you and few survivors.

Maybe they would be lootproof ?

Dont expect super loot from barbarians,they can carry fur armors and hatchets at best(not same for raiders they will equip chain mails under furs and deadly battleaxes)


Arel37
 
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Re: Barbarians, raiders, hordes

Post by Arel37 » 04 Nov 2014, 21:40

Kjaskar wrote:The bigger question is "How?"

The only way NPC's could function in this game is by basicly making them Bots with a decent enough AI to actually simulate the game entirely, with building, crafting, and (though strongly limited) terraforming. Having no other possibilities that the player doesn't already have.
Otherwise you would be forced to make them have loot that is limited to just them, thus creating PvE-Only ressources, forcing everyone to participate in PvE.
When you introduce loot to them that the player could be crafting himself, it doesn't take a genius to see what's going to happen.

Either they are extremely hard to kill and thus nobody messes with them and proceeds looting from players or crafting for themself.
Or they are too easy and players will loot exclusively from NPC's.
Or they drop bad quality and only primitive weaponry and tools and thus aren't of any interest after the first few days.

It overcomplicates things. Either its extremely pointless or its too much of an advantage.

Basicly, PvP is your PvE in this game.
I'm positive they're going to improve on hunting tho, making Carnivores a real threat to your farm animals to be forced to defend yourself, or several new forms of agressive wildlife you can meet in the wilderness. It'll take a while, tho.

Barbarians will raid your lands not you raid them.And if you defeat them in their village the tribe will falls and you should burn the houses(because they will not do something anymore)

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Elindor
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Re: Barbarians, raiders, hordes

Post by Elindor » 05 Nov 2014, 15:29

Bottom line is that once people are built up in little villages and have some decent gear they will look for PVP as content and I can almost guarentee you that it will not create enough consistent content and people will get bored and start logging off.

This is still likely to be the case even in the full MMO with territory control and sieges.

Here are some reasons why.

1) Resources aren't limited enough to create a NEED to fight over them...and if they were, only the strongest would have them and no one else could make anything.

2) The alignment system actually means something in this game, which is GOOD! except that it further deters random pvp.

3) Full gear loss, again, this is a GOOD THING, however it is another thing that will deter from PVP happening all the time, unless you are always the winner.

All these things will contribute to a world where PVP doesn't happen all the time, and is meaningful when it does happen - WHICH IS FREAKING AWESOME!!! GOOD JOB!!! (seriously, that is great).

...................except....................

Without any PVE (in the form of randomly occuring aggressive mobs), this lack of constant PVP will create a *CONTENT GAP* once everyone is build up in their little towns.

One thing to remember is that PVE does not have to mean static camps, it does not have to mean awesome lootz, and it does not have to mean dungeons or anything lame like that.

It just means that there are things out there that will ACTIVELY seek to attack you and ruin your day....

-------

One thing I would ask is....have any of you played an MMO with no PVE at all?

I want us to seriously think through this objectively, and not just spout the same stuff like "PVP IS GOOWD AND PVE IS STUPID!@" :) We're all here for the PVP...some of us just think it needs PVE as well to flush out the game systems and player sustainability.

What do we really see happening, taking all the game's various systems into account, once people are all kinda settled into their little towns.....?


Arel37
 
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Re: Barbarians, raiders, hordes

Post by Arel37 » 05 Nov 2014, 20:01

But this raids would be send in time about 1 week for per wave
Main goal is PvP but a little pve would be spice of the game.
And this waves will improve community and unity. When raiders come to shores all players need to ünite and push raiders to sea. After the raid, players scatter again or Seattle together If they want


Orsus
 
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Re: Barbarians, raiders, hordes

Post by Orsus » 09 Nov 2014, 04:03

I would rather them do PvE and RvR, similar to the way Dark Age of Camelot did, minus TOA. It was a steady mix of PvE that players would need to become stronger in RvR, while what they did in RvR would effect their stats and abilities in the RvR zones.

Players would use a combination of PvE and crafted gear to outfit themselves as best they could. Although death there did not mean the loss of gear, it was a constant threat in RvR, reguardsless of how well geared or how good a player was. It had a thriving player based economy, with people constantly replacing gear or rearranging how the gear they had was made. Massively customisable equipment, while some bonuses could only be gained from PvE gear.

Other than the open world RvR servers, RvR was limited to insanely huge maps, 1 for each Realm, while the PvE areas had about 5x the amount of space to work with. Although the game has been long in the tooth for many years now, it still has a highly active player base that has higher numbers than a lot of games out there right now.

As far as having ravening hordes disembarking on our shores, that I would enjoy. Would enjoy even more if we could capture their ships and use them ourselves. Then we could attack areas that the players might think we were the NPCs, great sneak attacks that way.
It does not matter who is the strongest fighter, just the last one standing.

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