Discussion - LiF:YO Early Alpha (0.2.5.1)

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Atlantis
 
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Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Atlantis » 14 Nov 2014, 15:21

Wonderfull patch, I can't wait for my server I play on to be updated :D.
I want to see these things asap:

•Basic decay system is now in place! Gravestones, lootbags, dropped items, animal corpses will disappear in a few game days.We have warned you! Time to build some proper storage facilities and containers to store your stuff in!

•Made some render side optimizations that should increase your FPS in most gameplay situations.

•Beautified and reworked some fortifications to disable the possibility of /stuck respawning on top of them. We are still working on a proper solution to avoid /stuck or respawn exploits.

I hope that the container are now really usefull in the meaning of a big warehouse able to hold various items aswell as barrels able to hold ore :D

I will wait to see if other comment that FPS is really better before I will remove me "visibleRender" setting ^^

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Veda
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Veda » 14 Nov 2014, 15:32

Hello !

We miss some details about loot bags. How does this sytem work ?

All of bags gonna desappear ? Is this the bags are unused for a few days that will disappear ?

Same thing for the bag underground ?

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Atlantis
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Atlantis » 14 Nov 2014, 15:38

I also have something to mention, as of right now, Carts and Trader Carts are not moveable anymore, once placed they stay there. Atleast for the Carts i would expect to be able to move it around.

Oh and I like the pounce now, still a pounce and not overpowered

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Veda
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Veda » 14 Nov 2014, 15:48

How hide a full loot bag ? I must craft crates and barrels for this only one bag ? :shock:

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Atlantis
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Atlantis » 14 Nov 2014, 16:09

Well, yes. It was only a matter of time that 10k of inventory must be storaged somewhere else later ;)

And next interesting fact so people can prepare:
Sawing items in preparation can go wrong when you don't have enough storage capacity to hold them :/

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Veda
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Veda » 14 Nov 2014, 16:17

But a full loot bag that we use every day will also desappear too ?

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Atlantis
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Atlantis » 14 Nov 2014, 16:23

Do you mean the loot bag that has been created upon "dropping" items? As far as I could read it, yes they decay/disappear after some days.


Mojstermiha
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Mojstermiha » 14 Nov 2014, 16:25

I have mixed feelings about this update. For example: Large warehouse still only has the capacity of 1 dropped bag. Seriously? I’ll test crates later but I fear that no container will have a couple of 1000 units of storage. :(

I love that graves will disappear finally. Now please make a similar system for tunnels. Also just remove that griefers exploit that I shall not name here again to prevent further spreading. Why dance around it and “change” it when we have a similar non exploitive system already in place.

Why was castle wall not fixed?
Last edited by Mojstermiha on 14 Nov 2014, 16:40, edited 1 time in total.

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Atlantis
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Atlantis » 14 Nov 2014, 16:39

Containersizes:
Crate - 150
Chest - 250
Barrel - 300
Wardrobe - 500
Cart - 500 (120 before)
Warehouse - 600
Trader Cart - 1200 (400 before)
Large Warehouse - 10000
Dropped Bag - 10000

I was hoping that
a) Dropped Bag will be smaller now (about the maximum a player will ever be able to carry)
b) I think when Bags will be nerfed, a Large Warehouse's Capacity is alright.
c) Now we have to able to move these Carts again and this will be perfect :D

Corrected list, thanks for info Mojstermiha!
Last edited by Atlantis on 14 Nov 2014, 19:14, edited 2 times in total.


Binn05
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Binn05 » 14 Nov 2014, 16:41

When I flatten ground, it does not becomes green anymore (terraforming -> observer).
Is this WAI?
Or is it a new bug?

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Atlantis
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Atlantis » 14 Nov 2014, 16:43

Binn05 wrote:When I flatten ground, it does not becomes green anymore (terraforming -> observer).
Is this WAI?
Or is it a new bug?


Just checked, no grid anymore for me and other on the server. I would say a new bug.


Binn05
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Binn05 » 14 Nov 2014, 16:48

Atlantis wrote:
Binn05 wrote:When I flatten ground, it does not becomes green anymore (terraforming -> observer).
Is this WAI?
Or is it a new bug?


Just checked, no grid anymore for me and other on the server. I would say a new bug.


Thank you Atlantis. :D

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Veda
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Veda » 14 Nov 2014, 16:53

Any admin could answear about loot bags and give us some details please ?


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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Mojstermiha » 14 Nov 2014, 16:57

Veda wrote:Any admin could answear about loot bags and give us some details please ?


^^Yes please. We need to know how many RL hours we have before the bags disappear. And also does it reset the timer if we do anything inside the bag?

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Veda
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Veda » 14 Nov 2014, 17:07

We had some days for transfer all our loot, and now ALL disappear :/

Unfair ...


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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Mojstermiha » 14 Nov 2014, 17:08

Veda wrote:We had some days for transfer all our loot, and now ALL disappear :/

Unfair ...


"game days" Thats like maybe 10h, MAYBE :cry:


Xarr666
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Xarr666 » 14 Nov 2014, 17:11

Okay, built a traders cart, capacity 1200, well...okay.

I can't move it when it is full or empty as a player BUT as a GM i have a new general action for it: transport

The animation is new, you will drag the thing behind you, looks kinda finished but well..only as a GM? Am i missing some skill as a player or is this a bug?

You are very slow with it, even a bit slower than with a tree log on your back, so the 1200 capacity is kinda stupid because you are way faster when you run from spot to spot instead of using the traders cart. Temporary storage for ore, stone etc. okay.


Degrath
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Degrath » 14 Nov 2014, 17:17

Good patch so far I love being able to pull carts now and push a wheel barrel Just realized on in Gm mode can you pull carts. Also Missing the grid in observe only see the numbers and in build mode only see the green building footprint.

I also see in the server console and in game it appears Trees are growing again

However

Trader cart = 1200
small warehouse = 600

shouldn't small warehouse be able to hold a full load of goods from at least one trader cart? Why would I use the space to build a small warehouse when I could place several trader carts and even be able to move them around as space is needed. (Beside claim)

Wheel Barrel = 500
Cart = 300

Cart looks like a wheel barrel should , wheel barrel looks like a cart should. I am sure it was always like this but, I think the things need a name swap

Animals? I know from what we have been told and the interview with Bobik on nov 3rd that we would get animals this patch. Was not in the notes. Any word on animals?
Last edited by Degrath on 14 Nov 2014, 18:01, edited 1 time in total.


Xarr666
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Xarr666 » 14 Nov 2014, 17:19

Further test with the carts:

Wheelbarrow, cart, trader cart can only be opened as a player, not moveable after the creation!

As a GM you can move them around (with a new animation), the trader cart is slower than the carrying speed of other things like tree log and the both smaller carts.

Furthermore when you drag the carts around you automatically PLOW THE GROUND, so i think the carrying function is not yet finished or bugged ;)


Barattolino1
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Barattolino1 » 14 Nov 2014, 17:30

Give us more details about loot bags please.

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Veda
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Veda » 14 Nov 2014, 17:36

Barattolino1 wrote:Give us more details about loot bags please.


We just lost EVERYTHING. How transfer more than 10 000 in a hour :/


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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Mojstermiha » 14 Nov 2014, 18:01

Atlantis wrote:Containersizes:
Wardrobe - 80
Crate - 150
Chest - 250
Barrel - 300
Cart - 500 (120 before)
Warehouse - 600
Trader Cart - 1200 (400 before)
Large Warehouse - 10000
Dropped Bag - 10000

I was hoping that
a) Dropped Bag will be smaller now (about the maximum a player will ever be able to carry)
b) I think when Bags will be nerfed, a Large Warehouse's Capacity is alright.
c) Now we have to able to move these Carts again and this will be perfect :D



Wardrobe is 500.


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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Mojstermiha » 14 Nov 2014, 18:08

Me: Bobik, how soon exactly will the bag disappear after I drop it?

Bobik: Sometime later.

:ROFL:


Orsus
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Orsus » 14 Nov 2014, 18:12

Loot bag decay seems to be under 1 hour real time.

Just lost a lot of things that cannot be stored in containers, flax stems, ingots, wooden boards, etc.

The feedback section has a thread I started that I am listing items that cannot be stored inside of containers.

Painful update so far, considering what my 2 player town just lost, wonder what some of the larger towns lost and if they just lost players because of it.
It does not matter who is the strongest fighter, just the last one standing.


VindicteMortis
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by VindicteMortis » 14 Nov 2014, 18:29

I wonder how people are going to cope if they ever release a patch that needs server worlds to be restarted.


Degrath
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Degrath » 14 Nov 2014, 18:33

Barattolino1 wrote:Give us more details about loot bags please.


Basic decay system is now in place! Gravestones, lootbags, dropped items, animal corpses will disappear in a few game days.We have warned you! Time to build some proper storage facilities and containers to store your stuff in!


Looks like if the server has the default settings for day/night, decay could happen between 6-9 hours from the time it was dropped. assuming "in a few game days" means 2-3 game days.


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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Willbonney » 14 Nov 2014, 18:45

I'm fortunate I guess. I had thought ahead and figured the bag change was incoming, since they got the furniture in houses stuff figured out, I had built me 2 small and 1 large warehouse, as well as had a whole wall of crates and a couple chests and wardrobes inside my small house.

I mean hell, the game has furniture with storage. Why wouldn't the game be designed to make you use it. (sand in the box increased by carpentry skill tree as a viable craft).


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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Willbonney » 14 Nov 2014, 19:16

Sorry, wrong page.
Last edited by Willbonney on 14 Nov 2014, 19:24, edited 1 time in total.


Orsus
 
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Orsus » 14 Nov 2014, 19:20

Not everything can be placed inside the containers, unfortunately.

Crates and barrels cannot hold a lot of the crafting and building supplies. Wish the various crafting tables could store 3-4k units of that specific crafting supply. Would be really nice since I have the blacksmithing shop next to my bloomery, would be able to store my ingots, bars, and lumps in it.

ATM my bloomery is doubling as storage while we get enough barrels made, since they hold more than crates. My house is becoming a warehouse at this rate.

/edit found the ingots and some crafting tools that will not go into the crates and barrels will go into chests. My forge is going to start looking like a fire hazard in this game with all the barrels and chests around it, glad there in no OSHA in this game, lol.
Last edited by Orsus on 14 Nov 2014, 20:42, edited 1 time in total.
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Willbonney
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Re: Discussion - LiF:YO Early Alpha (0.2.5.1)

Post by Willbonney » 14 Nov 2014, 19:30

Agree with changing the amount the smaller Warehouses can hold now though. Should be at least 2000 mass, not 600.

Smalls take up 4x3 = 12 cells. 600 storage for 12 cells = 50 storage per cell
Large Large is 9x5 + 8 = 53 cells 10000 storage for 53 cells is 188.6 storage per cell

188.6 x 12 = 2264(quite a bit more than 600)

So for comparing space vs. cells used, the smaller ones should be at least somewhat similar to the Large warehouses in the amount of space used compared to the amount of storage.

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