Immediate Roadmap - Player Feedback

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Azzerhoden
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Immediate Roadmap - Player Feedback

Post by Azzerhoden » 11 Dec 2014, 18:13

In an earlier video Bobik stated that the dev team was trying to complete a proper claim system by the end of the year. My question for the player base - what would you like to see after?

To my thoughts are the following areas:
* Orders, Countries (Monuments)
* Siege warfare
* Missing peaceful skills (Potions, Jewelry, Art)
* Horses / Mounted Combat
* Other missing combat skills and adjustment work
* Misc missing item & skill functionality (flour production, wine production, blessings, armor racks, etcetera)

What are your thoughts? I am fairly torn between getting in the missing peaceful skills (especially potions), and horses/mounted combat.

Would love to hear from the devs as well with any tidbits you would like to share. :D
Last edited by Azzerhoden on 11 Dec 2014, 23:09, edited 1 time in total.
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Stormsblade
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Re: Immediate Roadmap - Player Feedback

Post by Stormsblade » 11 Dec 2014, 18:21

The missing skills would definitely be next on my list. Combat is certainly missing some important checks and balances, I think.


Orsus
 
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Re: Immediate Roadmap - Player Feedback

Post by Orsus » 11 Dec 2014, 19:31

Finish off the skill trees. Peaceful, combat and other skills.

Then work on getting the crafting items that do not work currently producing the various crafting ingredients in game.

Combat skills that are not currently in game as well as thrones that are partially in game such as riding. Hopefully a horse will handle differently than a cart does. Be able to change direction while pressing forward.
It does not matter who is the strongest fighter, just the last one standing.


Spaghetto
 
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Re: Immediate Roadmap - Player Feedback

Post by Spaghetto » 11 Dec 2014, 22:54

My first point would be claim and guild (hopefully it seems we'll have it shortly!).

I remeber my first experience..me and 2 other friends. Bulding together the first 3 people house was amazing..an effort of cooperation, mutual help and mix of profession.
Discover only one can claim the house and open the door was as much as depressing if not more.

My 2 other friends don't play anymore i keep it playing and now i have amazing fun with a group of people...we have a beatiful settlement, with a stone gate....noone can open except the one that claims it.

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That said, missing skills and a rewamp of herbalism (like storing herbs in a more pratical way, an easier way to target herbs with the crooshair while gatering and such) could be totally awesome!


Shynx
 
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Re: Immediate Roadmap - Player Feedback

Post by Shynx » 12 Dec 2014, 07:09

Orsus wrote:Finish off the skill trees. Peaceful, combat and other skills.

Then work on getting the crafting items that do not work currently producing the various crafting ingredients in game.

+1

balancing the ecosystem will take a lot of iterations i imagine, and it cant be properly tested before everything can be produced. so, best to get that up and running asap.

imagine launching with a fundamentally broken economy. the game would be over before it began.

eco balance changes can then run parallel to normal development. for that, the roadmap i suggest would be:

1) combat system
2) guilds & orders
3) siege warfare


mounts and mounted combat are pretty easily separated from other systems, so you might as well do that towards the end.


Falcion
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Re: Immediate Roadmap - Player Feedback

Post by Falcion » 12 Dec 2014, 08:39

Claims - a lot of settlements have the problem with one person claiming the gate and then when that person is offline it's a major problem for everyone else.
Same with big warehouses that should be used by a community not a single person.

Next I would go with working wine press, windmill and such that are already in game just unusable.
Then peaceful skills like jewelry and art.
Horses and siege next.


Haenschenklein
 
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Re: Immediate Roadmap - Player Feedback

Post by Haenschenklein » 12 Dec 2014, 19:56

1. Total revamp of Crafting- and Combatskills

For example....It´s more then a joke that i have to skill farmerskills to learn cook...oder skill cook to learn tailor.
or
Why should i skill scale armor to learn shield mastery???

2. All kind of Food and cooking ingredients must have decay.

Without decay all servers will be flooded with that stuff.

3. Total revamp of the Hungersystem

Example...At the moment you dont need highend food in the "endgame"
Next thing....thirst should be implemented too

4. This game really need change of seasons

to survive the winter was one of the biggest challanges of medieval times. implemented in the game, it could be a great challange for villages and towns to gather enough stuff to survive the winter.


Sorry for the bad english :D


Orsus
 
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Re: Immediate Roadmap - Player Feedback

Post by Orsus » 12 Dec 2014, 21:03

Haenschenklein wrote:1. Total revamp of Crafting- and Combatskills

For example....It´s more then a joke that i have to skill farmerskills to learn cook...oder skill cook to learn tailor.
or
Why should i skill scale armor to learn shield mastery???

2. All kind of Food and cooking ingredients must have decay.

Without decay all servers will be flooded with that stuff.

3. Total revamp of the Hungersystem

Example...At the moment you dont need highend food in the "endgame"
Next thing....thirst should be implemented too

4. This game really need change of seasons

to survive the winter was one of the biggest challanges of medieval times. implemented in the game, it could be a great challange for villages and towns to gather enough stuff to survive the winter.


Sorry for the bad english :D


No problem with your English.

To get rid of food, just have your forge or Bloomery have a greece fire, I also use it to get rid of most extra items once I have collected to many of them.

The reason the skills are set up, and yes some make no sense on how they are organised, mainly for combat skills is to keep players from starting out being able to have all the armour and gear on hand and equipable. So we don't al start heavy plate with a heavy shield and a killer 1 handed weapon.
From a training aspect, yes the organisation of them skills and abilities does not make sense. Some of them would be placed enter in their own skill trees. I would recommend instead of a skill revamp, simply and reoganisation of them to be more optimal.

For high end food, the reason for it is the food multiplier for your skills. Once it hits 4.80, regardless of the skill gain settings on a server you will gain skills rapidly in HUGE chunks of exp. for those servers set at 10x it's really noticeable. 60 animal lore exp for taming a sheep, as I received last week.
It does not matter who is the strongest fighter, just the last one standing.

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Tymefor
 
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Re: Immediate Roadmap - Player Feedback

Post by Tymefor » 12 Dec 2014, 21:18

steph on reddit says they are working on nameable bags and basic guild and claims systems.



What we're up to: (self.LifeIsFeudal)

submitted 2 days ago by stephaxilLiF Staff

Community update: we've been working on the claim and basic guild systems as well as storage bags that can be named, which will make sorting stuff a little easier!


[–]VvinesGrandmaster Warfare Engineer 2 points 2 days ago

Awesome, is this what we can expect in the next update?
permalink

[–]stephaxilLiF Staff[S] 3 points 2 days ago

I wouldn't like to say an exact yes but possibly :)

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HolyCrusader
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Re: Immediate Roadmap - Player Feedback

Post by HolyCrusader » 12 Dec 2014, 21:41

Right after claims are implemented, I think a patch that addresses server crashes would be great. Lots of client side optimization but there's some instability on the servers (especially older ones) that should be addressed

Side Note:

In our server we are building on the snow mountain. Right now there is no "proper" way to lower the rock (like tunneling and collapsing). We have discovered if you drop snow on top of rock and have 2 people dig the snow @ the same time, you are able to lower the rock.

The mountain provides great height advantage in terms of defense but the drawback was the immense amount of terraforming required to flatten and place structures.

Just curious, will we be able to build in the snowy mountains in the MMO if we drop dirt/soil on top of the snow?

Perhaps a cold system could be implemented to offset this defensive advantage (players have to keep warm by wearing clothes, stay near fire every so often)

Fixing the tunneling system would be great as well. Lots of people tunneling to grief other settlements.

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Atlantis
 
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Re: Immediate Roadmap - Player Feedback

Post by Atlantis » 13 Dec 2014, 12:10

My thoughts on what should be next:

Completing the missing skills, with that there should follow the proper use of herbalism and therefore the functionality of certain buildings/items.

While I believe things like horse riding or siege mechanics would increase the popularity of the game (ppl like to pvp), I think they should stand on a solid ground, therefore making other things first is more important.


Hoshiqua
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Re: Immediate Roadmap - Player Feedback

Post by Hoshiqua » 13 Dec 2014, 14:00

I think they should work on the combat system for a bit, after finishing an at least basic guild system. About that, I think they should make it just as warband, parry wise I mean. After combat system, they should make the windmill, sawmill or any mass-production buildings work.
After that, I don't know.. focus on MMO ?

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Stormsblade
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Re: Immediate Roadmap - Player Feedback

Post by Stormsblade » 13 Dec 2014, 15:24

I agree with everything you said, except for "like Warband parrywise."

Ping is too important then. Try playing warband with a 100-150 ping disadvantage. :crazy:

If melee is to be optimized , it will have to be by improving something we already have, likely.


Desperado100
 
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Re: Immediate Roadmap - Player Feedback

Post by Desperado100 » 13 Dec 2014, 15:44

What should be a priority is fixing glitching through walls when the server is lagging and the stuck command should teleport you to home or to the spawn place when you first start playing. These two things are top exploits that should get fixed.


Hoshiqua
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Re: Immediate Roadmap - Player Feedback

Post by Hoshiqua » 13 Dec 2014, 18:14

You can't use ping argument for combat... I mean, you can't say "You gotta keep an exact distance to someone in order to hit him and make any damage at all" and then say "ping would be too high for parry like warband". I mean, either you go for "don't care about ping" or "ping or not you can fight well". Plus, I used to play warband with 110 ping, sometimes more, you can fight pretty well, if you get used to it.

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Stormsblade
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Re: Immediate Roadmap - Player Feedback

Post by Stormsblade » 13 Dec 2014, 22:35

Hoshiqua wrote:You can't use ping argument for combat... I mean, you can't say "You gotta keep an exact distance to someone in order to hit him and make any damage at all" and then say "ping would be too high for parry like warband". I mean, either you go for "don't care about ping" or "ping or not you can fight well". Plus, I used to play warband with 110 ping, sometimes more, you can fight pretty well, if you get used to it.


Sure you can.
Having a high ping isn't good.
Directional parry for 100% damage reduction makes having a high ping even worse.

110 ping isn't *horrible*.
I said a 100-150 ping disadvantage... meaning worse than your opponent.

Warband is basically unplayable if you play with a 170+ ping, against people with 50. Players in Australia would never be able to compete.


Hoshiqua
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Re: Immediate Roadmap - Player Feedback

Post by Hoshiqua » 13 Dec 2014, 22:53

You don't understand.. they are ALREADY no match xp because they just can't hit ya, and I know someone that just, gave up on fighting at all because of so much lag, even with current system.

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Stormsblade
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Re: Immediate Roadmap - Player Feedback

Post by Stormsblade » 14 Dec 2014, 02:34

If that is true, that is unfortunate, and I am sorry for them.


Necron
 
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Re: Immediate Roadmap - Player Feedback

Post by Necron » 15 Dec 2014, 06:02

The FIRST THING TO BATCH is the Black Texture Bug of Paved Roads!!! :Bravo:


Starstripe
 
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Re: Immediate Roadmap - Player Feedback

Post by Starstripe » 18 Dec 2014, 10:41

The dev focus should be on game stability first following this list:

  • Stability and performance problems, like these massive lags due to full servers with lot's of people terraforming or digging tunnels. (This is a number one game killer right now for high populated servers)
  • Fix exploits with /stuck (like teleport random to some beach place like the regular callback function without a home set)
  • Fix glitch related issues like ppl. glitching throug walls during lags
  • Fix all possibilities to grab stuff through walls like inside houses, behind palisades or within warehouses placed boxes
  • Finaly implement a some propepr physics. No more levitating logs, boxes or any other kind of items.

After that, the roadmap should go on implementing new stuff like this:
  • Propper guild and claiming system.
  • Implementing remaining skills
  • Implamenting the function of buildings, like sawmill, windmill...
  • Implement horses and mounted traveling
  • Implement mounted combat
  • Implement siege warfare

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Azzerhoden
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Re: Immediate Roadmap - Player Feedback

Post by Azzerhoden » 18 Dec 2014, 17:44

Starstripe wrote:The dev focus should be on game stability first following this list:

  • Stability and performance problems, like these massive lags due to full servers with lot's of people terraforming or digging tunnels. (This is a number one game killer right now for high populated servers)
  • Fix exploits with /stuck (like teleport random to some beach place like the regular callback function without a home set)
  • Fix glitch related issues like ppl. glitching throug walls during lags
  • Fix all possibilities to grab stuff through walls like inside houses, behind palisades or within warehouses placed boxes
  • Finaly implement a some propepr physics. No more levitating logs, boxes or any other kind of items.

After that, the roadmap should go on implementing new stuff like this:
  • Propper guild and claiming system.
  • Implementing remaining skills
  • Implamenting the function of buildings, like sawmill, windmill...
  • Implement horses and mounted traveling
  • Implement mounted combat
  • Implement siege warfare

The guild and claim system is being implemented even as we speak. The design is finished.

Other than that, I like your list. As long as we can stack logs on top of each other, or chests on top of each other. That's just too damn handy to give up. :D
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Orsus
 
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Re: Immediate Roadmap - Player Feedback

Post by Orsus » 18 Dec 2014, 17:52

And barrels next to the bloomery for charcoal storage.
It does not matter who is the strongest fighter, just the last one standing.

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