Discussion - LiF:YO Early Alpha (0.2.5.1)

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.

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

Post by Mojstermiha » 14 Nov 2014, 19:36

I JUST LOST 30.0000 GRANITE.

I am barley holding back a lot of angry words.


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

Post by CronosusCZ » 14 Nov 2014, 19:36

Code: Select all
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!


all disapears in one game day


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

Post by Willbonney » 14 Nov 2014, 19:39

still no fix for build stone walls on flattened slopes.


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

Post by Vindicar » 14 Nov 2014, 19:54

It's so sad to see all those poeples complaining about theire virtual "losses" in a alpha ...

This isn't real life and this isn't a finished game... if you have been stupid enought to invest to much time and effort : you are the only ones to blame. Not the patch, nor the devs.

If you (poeples crying) though that stacking stuff in 10K slots drop bags was okay I'm very glad that you "lost" everything.
Drop bags were never ment as a definitve storage space, they represent stuff LAYING ON THE GROUND.

Please grow up and/or learn to look at the bigger picture, not just your own selfies.

(and any GM can almost instantly replace whatever has been lost, but maybe crying is not the best way to ask)

Thanks god the vast majority of players I know are not such whiny QQing brats.... cuz reading the forum is scary.


EDIT : AND THX FOR FIXING CRASHES ! I'M 100% FINE AGAIN :D


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

Post by Mojstermiha » 14 Nov 2014, 20:24

I disagree; my time spent on creating something virtual is not virtual. And that time is gone now, lost. Kind of defeats the purpose of playing game so don't say virtual stuff is worthless.


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

Post by Xarr666 » 14 Nov 2014, 20:38

Mojstermiha wrote:I disagree; my time spent on creating something virtual is not virtual. And that time is gone now, lost. Kind of defeats the purpose of playing game so don't say virtual stuff is worthless.


Well, once again, you are playing an alpha early access. You know what the alpha stands for? It is (by far!) not finished and needs much stuff to be polished and fixed. Even a beta would mean it is not finished, so maybe you should stay away from games with early access to alpha or beta if you dont want to test things, if you dont want to help the developer to polish the game.

If you want to simply play the game, enjoy it, yup, wait for a more polished version or even the release, then you have every right to complain about.

It is never nice to lose things, it is never easy to understand the point of the changes as a player, but you really really should expect things like this to happen in early access!


also because many guys forget what you bought:

Why Early Access?
“DO NOT BUY this game unless you want to support the development of something really new and original in the sandbox genre. You will encounter bugs along with various other issues in playtesting. This is Early Access Alpha and your support, understanding and becoming involved with the development process will be something remembered as we move on towards the Beta stage and then on to the final Release version.
(...)
We have communicated clearly that the game is not in a finished state...
(...)
How are you planning on involving the Community in your development process?
“1. Actively submitting bug and crash reports
2. General gameplay suggestions and improvements
3. Giving us a morale boost from your kind words or a kick in the pants from constructive criticism”



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

Post by Barattolino1 » 14 Nov 2014, 20:44

I lost everything, flux, armor all, in 1 hour. You are clueless, you have to give the players a chance to be able to transfer things. Do a rollback immediately and I say again, wake up, you are truly clueless. Two other players lost, bad puchase and above all, bad dev team.

adios

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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, 20:56

Alpha Game ... espacially as this is server sided. When your server admin suddenly decides to shut it off because he doesn't want to pay for your fun, you are screwed aswell. Everyone at this point, get over it!


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

Post by CronosusCZ » 14 Nov 2014, 20:59

observe now not working correctly
we can no see water and square, same with building something


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

Post by Xarr666 » 14 Nov 2014, 21:02

Barattolino1 wrote:I lost everything, flux, armor all, in 1 hour. You are clueless, you have to give the players a chance to be able to transfer things. Do a rollback immediately and I say again, wake up, you are truly clueless. Two other players lost, bad puchase and above all, bad dev team.

adios


Can you actually read things which i posted?

Do you understand it?

even the dev has posted it like this:

Patch notes (ver. 0.2.5.1):
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!


People like you should NEVER EVER buy early access in games because you will complain about anything and everything.

My server was pretty far developed a week ago, and bam, world corrupt, everything lost, we had to reset the server completely after we tried hour after hour to fix it. And? WE KNEW THERE ARE BUGS because we are not like little children who can't read the warning signs!

Seriously, stop this stupid "WE ARR TEH CUSTOMERZ!" stuff when changes, bugs and rollbacks come! ALPHA! NOT READY!


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

Post by Mojstermiha » 14 Nov 2014, 21:16

If devs said they need to wipe all servers in order to get on with the development, I would accept that and even be happy about it. But don’t expect me to cheer about something that could have easily been avoided. It’s just bad planning, plain and simple.

For example the decay for bags could be 24h at least for the 1st day after the update.

Furniture could and should have bigger capacity.

The devs also have internal stats about how many players are online and I would advise them to keep an eye on how many people will rage quit now. Doesn’t seem a very sound business decision to me, making your customer angry no matter how childish they are.

P.S. I won’t quit of course, I’ll keep playing because I love the game in spite of all hiccups. :)
Last edited by Mojstermiha on 14 Nov 2014, 21:27, edited 3 times in total.

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

Post by Kallysta » 14 Nov 2014, 21:21

Mojstermiha wrote:...Furniture could and should have bigger capacity.

Furniture have bigger capacity with this patch.
But, small warehouse should be enlarged too! 600 is realy too small :(
Amauri Ó Néill


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

Post by Willbonney » 14 Nov 2014, 21:43

Mojstermiha wrote:If devs said they need to wipe all servers in order to get on with the development, I would accept that and even be happy about it. But don’t expect me to cheer about something that could have easily been avoided. It’s just bad planning, plain and simple.

For example the decay for bags could be 24h at least for the 1st day after the update.

Furniture could and should have bigger capacity.

The devs also have internal stats about how many players are online and I would advise them to keep an eye on how many people will rage quit now. Doesn’t seem a very sound business decision to me, making your customer angry no matter how childish they are.

P.S. I won’t quit of course, I’ll keep playing because I love the game in spite of all hiccups. :)


Could have easily been avoided by yourself as well. There were storage structures and furniture in the game, you decided to stick with the easy route, and it bit you in the ass. This game isn't easy, not supposed to be.


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

Post by Mojstermiha » 14 Nov 2014, 21:55

Willbonney wrote:
Mojstermiha wrote:If devs said they need to wipe all servers in order to get on with the development, I would accept that and even be happy about it. But don’t expect me to cheer about something that could have easily been avoided. It’s just bad planning, plain and simple.

For example the decay for bags could be 24h at least for the 1st day after the update.

Furniture could and should have bigger capacity.

The devs also have internal stats about how many players are online and I would advise them to keep an eye on how many people will rage quit now. Doesn’t seem a very sound business decision to me, making your customer angry no matter how childish they are.

P.S. I won’t quit of course, I’ll keep playing because I love the game in spite of all hiccups. :)


Could have easily been avoided by yourself as well. There were storage structures and furniture in the game, you decided to stick with the easy route, and it bit you in the ass. This game isn't easy, not supposed to be.



Tell me how can I store more than 30.000 granite that 2 people mined for 10 days straight? If I put it in the walls, enemy faction deconstructs them. If they see me finish some of it, they place campfires next to it. The only way to make something in spite of griefers is to make it all at once, from foundations to the finish.

Calculate how much wardrobes are needed to store 30.000 granite first, then come judge me.

We saved most of our stuff, but couldn’t save granite. We DID HAVE furniture.

Please don't patronizie me, you don’t know me, you don’t know how many hours I put into LiF already and how well I know the game mechanics. Implying that I “took the easy route” is insulting to me. I love a hard game. This bag wipe has nothing to do with the game at all. It was a design decision, a poor one.
Last edited by Mojstermiha on 14 Nov 2014, 22:17, edited 3 times in total.


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

Post by Haladmer » 14 Nov 2014, 22:02

Willbonney wrote:
Mojstermiha wrote:If devs said they need to wipe all servers in order to get on with the development, I would accept that and even be happy about it. But don’t expect me to cheer about something that could have easily been avoided. It’s just bad planning, plain and simple.

For example the decay for bags could be 24h at least for the 1st day after the update.

Furniture could and should have bigger capacity.

The devs also have internal stats about how many players are online and I would advise them to keep an eye on how many people will rage quit now. Doesn’t seem a very sound business decision to me, making your customer angry no matter how childish they are.

P.S. I won’t quit of course, I’ll keep playing because I love the game in spite of all hiccups. :)


Could have easily been avoided by yourself as well. There were storage structures and furniture in the game, you decided to stick with the easy route, and it bit you in the ass. This game isn't easy, not supposed to be.


While I agree on the point of using an unintentional work around long term, to be fair, a lot of the non-modded servers had issue with what items could be stored in containers, added that with some of those containers they could use being much higher on the tech-tree than newer players may have been able to been able to reach on those servers.

Bobik and team adjusting container capacity and item type limits kind of highlights that issue.

Again, I do agree that using bags for long term storage was not a good idea as it was bound to be fixed at some point, but that doesn't scream for a desire for an "easy mode".

(Side note: I had just relocated all of my important gear into chests and barrels last night for that very reason, but wasn't aware the decay mechanic was going live on this patch)
“There cannot be a crisis next week. My schedule is already full.”
- Henry Kissinger

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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, 22:06

I must say, the problem is not about the storage rather then the simply deconstruct a griefer can do. It's sad for that loss of granite. You have to build things one by one. If griefer put camp fires to block you, call a GM to remove it.
It's simple, features and mechanics are still missing to play the game properly. :(


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

Post by Xarr666 » 14 Nov 2014, 22:08

Well in terms of griefers, there are many more problems dont you think? Without land-claim, you are never safe so there is that.

Some materials are really not 'balanced' like wood (building logs and boards). Build a large warehouse? Yay! I can store 500 boards for our large keep (2000 needed).

The problem is: If you make unfinished scrutcures claimable or only destructable by the owner, the griefers will exploit this heavily and build many stuff inside your villages and so on.


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

Post by Kossako » 14 Nov 2014, 22:28

Just noticed patch notes. Bit strange they started with decay implementation.

it should be:
a) claim so you can use furniture and warehouses with your buddys
b) furniture and bags optimization
c) decay system

Not the other way around or this may angry a lot of people.
Skills and crafting information: lif-database-application-t1494

Build your first home for newbies guide: first-house-guide-to-new-players-t1432


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

Post by Willbonney » 14 Nov 2014, 22:40

Mojstermiha wrote:
Willbonney wrote:
Mojstermiha wrote:If devs said they need to wipe all servers in order to get on with the development, I would accept that and even be happy about it. But don’t expect me to cheer about something that could have easily been avoided. It’s just bad planning, plain and simple.

For example the decay for bags could be 24h at least for the 1st day after the update.

Furniture could and should have bigger capacity.

The devs also have internal stats about how many players are online and I would advise them to keep an eye on how many people will rage quit now. Doesn’t seem a very sound business decision to me, making your customer angry no matter how childish they are.

P.S. I won’t quit of course, I’ll keep playing because I love the game in spite of all hiccups. :)


Could have easily been avoided by yourself as well. There were storage structures and furniture in the game, you decided to stick with the easy route, and it bit you in the ass. This game isn't easy, not supposed to be.



Tell me how can I store more than 30.000 granite that 2 people mined for 10 days straight? If I put it in the walls, enemy faction deconstructs them. If they see me finish some of it, they place campfires next to it. The only way to make something in spite of griefers is to make it all at once, from foundations to the finish.

Calculate how much wardrobes are needed to store 30.000 granite first, then come judge me.

We saved most of our stuff, but couldn’t save granite. We DID HAVE furniture.

Please don't patronizie me, you don’t know me, you don’t know how many hours I put into LiF already and how well I know the game mechanics. Implying that I “took the easy route” is insulting to me. I love a hard game. This bag wipe has nothing to do with the game at all. It was a design decision, a poor one.


Attitude doesn't come across well in type, not attempting to be patronizing, attempting to point out how you have as much yourself as the dev's to blame. You're pointing your fingers out to them and telling them what they should have done, when there's plenty you should have or should not have done yourselves. Putting all the blame on the dev's for your loss of time/work/effort seems short-sighted.

At the moment, sure, griefers and enemy blockers have a slight advantage in disrupting building projects. I don't foresee that being the case for much longer. It'll get sorted, one way or another.


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

Post by Geek-Petite » 14 Nov 2014, 22:57

I appreciate that this is an alpha and stuff happens, but part of the alpha process is to learn from mistakes so it's important if players are upset about losing stuff. The fact is this patch release was handled very, very badly. I've only been playing for 4 day irl but have been given stuff by friends so amassed quite a bit. I only became aware that I'd need to build chests at 2.30pm, I managed to build one chest and then logged out at 6pm (I wasn't on the whole time, i have real life stuff to do as well). I logged in at 8pm and all my bags have gone.

For such a major change, far more notice is needed. That gives us time to prepare and server managers time to plan to deal with the fall out. This is a big deal. If players rage quit, servers empty & stagnate, then they close. New players dry up because the game has a reputation for bugs, crashes, and inventory loss. It's hard enough to get people to risk buying an alpha as it is.

Server managers are going to find this a real hassle. They're going to spend the next few days/a week giving people flux that has "magically" disappeared, or granite, or any other high value/hard to acquire item. If they decide it's not worth the bother & shut down the server, players will have to start afresh on a new one. If that's not worth it they'll just stop playing. Try playing on a PVP server where there aren't enough players to play against.

Regardless of personal loss, lessons need to be learned here.


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

Post by Barattolino1 » 14 Nov 2014, 23:08

Xarr666 wrote:
Barattolino1 wrote:I lost everything, flux, armor all, in 1 hour. You are clueless, you have to give the players a chance to be able to transfer things. Do a rollback immediately and I say again, wake up, you are truly clueless. Two other players lost, bad puchase and above all, bad dev team.

adios


Can you actually read things which i posted?

Do you understand it?

even the dev has posted it like this:

Patch notes (ver. 0.2.5.1):
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!


People like you should NEVER EVER buy early access in games because you will complain about anything and everything.

My server was pretty far developed a week ago, and bam, world corrupt, everything lost, we had to reset the server completely after we tried hour after hour to fix it. And? WE KNEW THERE ARE BUGS because we are not like little children who can't read the warning signs!

Seriously, stop this stupid "WE ARR TEH CUSTOMERZ!" stuff when changes, bugs and rollbacks come! ALPHA! NOT READY!


I don't want devote too much time to fanboy:

I said:

Barattolino1 wrote:you have to give the players a chance to be able to transfer things


and he wrote right:

Mojstermiha wrote:It’s just bad planning, plain and simple.

For example the decay for bags could be 24h at least for the 1st day after the update.


The servers are in different time zones worldwide. 1-2-3 hours are not enough.

Do you know where is the problem? time


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

Post by JohnCentury » 14 Nov 2014, 23:11

Poof, hundreds of hours of stuff gone. I now own a shovel, an axe, and some apples.

You warned us this was coming? Where? I had no fucking idea.

I almost never see a dev post here. I have no idea where this "warning" was but I sure didn't see it. My server was already pretty much depopulated but I was hoping to see some people come back when new content patches started coming out. I doubt that happens now.

I get it this is alpha. I expect some things to change. But this was not necessary. You could have actually warned people with an in game message or a previous patch note.


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

Post by Xarr666 » 14 Nov 2014, 23:17

Geek-Petite wrote:... It's hard enough to get people to risk buying an alpha as it is.
...

Regardless of personal loss, lessons need to be learned here.


Yup, I mean it is great for a dev to sell that many units of his game BUT many many players oversee that in an alpha are simply not ready and that you will most likely start over again from time to time.

I really hope the focus of early access or early alpha states of games will move towards "game polishing and making the final product better with your own influence" and away from the (wrong) assumption to play a nearly finished game and enjoy every aspect of the game.

Yet you are right, they should have announced it BEFORE the patch or better, make 2 patches: 1 for the containers, 1 for the decay


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

Post by Xarr666 » 14 Nov 2014, 23:27

Barattolino1 wrote:
Do you know where is the problem? time


Yup, you got a point there, a very true one. Sorry for the mean words.
(but dont call me fanboy, i am just fed up with the "wah wah sumtin wong in alpha! bad game!" stuff which comes up way too often)

I only saw our server and thought that 5-8h would be enough time for everyone to safe their stuff (with or without the help of a GM in such a case).

But yea, when the daycycle on the server is low, the period was really too harsh to handle AND would have needed a fair warning a couple of days ago.

But i think the patch is kinda strange: many new bugs/problems, warehouse capacity not changed, no animals in it because it was a "quick" patch? Sounds kinda strange to "rush" a patch for such a thing like decay which has a big influence for everyone.


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

Post by VindicteMortis » 15 Nov 2014, 03:58

babies need to dry their eyes and stop buying alphas

are you all going to rage when the next update requires all server worlds to be wiped?

if so - uninstall now to save us all your tears


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

Post by Zahk » 15 Nov 2014, 06:26

Wish I could play but LiF doesn't detect my GTX 650TI card any help?


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

Post by Barattolino1 » 15 Nov 2014, 08:06

Gentry wrote:babies need to dry their eyes and stop buying alphas

are you all going to rage when the next update requires all server worlds to be wiped?

if so - uninstall now to save us all your tears



where is this information, babi?


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

Post by Vindicar » 15 Nov 2014, 08:28

Barattolino1 wrote:
Gentry wrote:babies need to dry their eyes and stop buying alphas

are you all going to rage when the next update requires all server worlds to be wiped?

if so - uninstall now to save us all your tears



where is this information, babi?



It's a "what if", idiot...
Since LiF is in alpha stage and far from being done : It's completely possible that a wipe will be required at some point.

stop QQing , take a step back and try to get the bigger picture please (the one with not only you on it)

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

Post by Atlantis » 15 Nov 2014, 09:54

Keep Calm!
It's an alpha, shit happens, server will get wiped, go off, go empty, and I will stand there, drop a tear and start over. I already have done that 5 times by now and I'm still playing that game.


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

Post by Kukurutz » 15 Nov 2014, 10:57

Decay system was a necessary step poorly executed. They should have increased the capacity of furniture (and warehouses) long before they introduce the decay system so that everyone has enough time to safely store his stuff.

On our server a lot of people were very frustrated although they started moving their stuff immedeately after they installed the patch. It would have been very important to actually say how long bags will stay until they disappear, then people would have gotten a chance to plan things.

And to all the people saying that we knew what we bought because it's an alpha: Yes it is and necessary wipes are expected and acceptable, but this action was absolutely unprofessional and produced a lot of unnecessary frustration. While everyone has to deal with his frustration for himself it's the devs who have to deal with empty servers.

Also the terraforming/observe-bug is pretty bad because it's almost impossible to find out which tile of your large keep construction site isn't flattened. The only workaround I found so far is to "scan" the terrain for unflattened tiles with a 1x1 building (e.g. stone wall).

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