Roadmap concern

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Jezbelle
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Roadmap concern

Post by Jezbelle » 16 Jan 2015, 23:57

Thanks for the roadmap.

I am a little perplexed by it though. There seems to be very few issues/ or game mechanics that are being worked on.

Hopefully this list will become a little more filled out in the future. Right now it just seems incomplete.

Also... a big one... where is melee combat in the list? Is it completely refined at this point? I wouldn't think so.


Dannan
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Re: Roadmap concern

Post by Dannan » 17 Jan 2015, 12:10

It might help if you spell out what seems to be missing from the Roadmap, and provide specifics concerning what you believe is unfinished...

I'll get it started, when will flour and honey be implemented? Last time I checked my beehives all I could do is pick them up, likewise for the quern-stone.


Hoshiqua
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Re: Roadmap concern

Post by Hoshiqua » 17 Jan 2015, 14:20

You're right Jez, I forgot about the melee combat Oo it's not in roadmap.. Well, melee as it is right now is not THAT bad, but there sure need to be some changes.


Deamore
 
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Re: Roadmap concern

Post by Deamore » 17 Jan 2015, 15:38

No No No to JUDGEMENT Hour

Unless someone can provide a reason that fits

It just seems a rushed thought to me

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Saxxon
 
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Re: Roadmap concern

Post by Saxxon » 17 Jan 2015, 15:50

Remember roadmaps usually don't have every house shown on them.

;)


Hoshiqua
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Re: Roadmap concern

Post by Hoshiqua » 17 Jan 2015, 17:36

Yea, but even if it is temporary idea, it will make people flee from server.. I mean, on the server I play on, very popular and international, it won't work, because people are gonna whine that they get completly destroyed overnight..


Npocmo
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Re: Roadmap concern

Post by Npocmo » 17 Jan 2015, 20:25

Judgement hour is a great idea!! :beer:


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Re: Roadmap concern

Post by Geek-Petite » 18 Jan 2015, 00:19

So how would judgement hour work with time zones? GM working on CET is an hour ahead of me, they set it to 5pm CET, I'm still at work & my claim is void for an hour.

How does it work with Non PvP servers? I don't want to do the combat stuff, it doesn't interest me hence I choose a non PvP server. I'm assuming it's an opt in feature for GM to decide on.


Jezbelle
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Re: Roadmap concern

Post by Jezbelle » 18 Jan 2015, 04:29

Judgement hour is a nice idea for YO, but I don't see how it would work on an MMO server unless there were many servers with different time zones.

If there were different servers with different time zones, judgement hour being on the same hour of every server- it would give the ability to choose the server with the best judgment hour for you.

It would be a great replacement for the current 24 hour advanced-notice siege warning that is currently planned. Which is a little convoluted IMO.

I love the idea of everyone having a dedicated 1 hour window to siege anyone else or defend.

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Goltis
 
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Re: Roadmap concern

Post by Goltis » 18 Jan 2015, 11:56

I dont see many servers with different timezones happen. One EU-server and one NA server maybe, since it would help with ping differences etc. But anything more than that would just split up the player base too much imo.

Having a set hour where people can siege each other seems kind of strange for the MMO. Maybe it could be combined with wardec sieging?
Guess it would help to prevent 4am ninja sieges though.
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Saxxon
 
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Re: Roadmap concern

Post by Saxxon » 18 Jan 2015, 14:27

Remember this roadmap is for Your Own not the MMO.


Hoshiqua
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Re: Roadmap concern

Post by Hoshiqua » 18 Jan 2015, 16:54

Current planned siege mechanics for MMO is very good, I think. People shouldn't be spread out on the map because of the timezones.

For YO, I think it should be the same.


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Re: Roadmap concern

Post by Zengetzu » 20 Jan 2015, 15:59

Judgement hour is cool idea but I don't think necessary like many other things. First you need a active GM for it. Second the GM can pretty much do that idea right now by manually in putting players alignments.
I also understand that the road map isn't going to spell out everything but still a few concerns like honey and flour or flour lamps. Also I big one is character customization. I don't mind the ugly guy with no hair but there are a lot of female players who do lol.
I'm also guessing issues addressed on mantis will just be added in as they fix it but it would be nice since these issues have been around for a while like the lamps or even animals spawning in water. I wouldn't mind a road map on there fixes. Since alot of them simple say they know of the problem and that's it. Animals cause lag and half of them are not even usable bc they are in water so itseems pretty important I think.


Tom12leggett
 
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Re: Roadmap concern

Post by Tom12leggett » 21 Jan 2015, 11:04

please no to judgement hour!!!


Krinym
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Re: Roadmap concern

Post by Krinym » 21 Jan 2015, 11:21

Judgement hour is a great idea!
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Siegbert
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Re: Roadmap concern

Post by Siegbert » 21 Jan 2015, 11:27

The absence of melee combat irritates me as well. Right now it's nothing more than what MO already did. It's not responsive:
you swing your weapon at the enemy, the animation plays uninterruptedly and some time after that the other one bleeds. Blocking doesn't seem to have a considerable effect so nobody does it.

When you compare it to games like Chivalry or Mount&Blade the difference becomes obvious: timing is key. As long as you manage to parry the right way, you're safe so the other one has to trick you into launching an attack and therefore opening your guard so he can land a surprise hit.
Right now LiF combat is nothing like that. You basically spam until one goes down.


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Re: Roadmap concern

Post by Willbonney » 21 Jan 2015, 12:30

Siegbert wrote:The absence of melee combat irritates me as well. Right now it's nothing more than what MO already did. It's not responsive:
you swing your weapon at the enemy, the animation plays uninterruptedly and some time after that the other one bleeds. Blocking doesn't seem to have a considerable effect so nobody does it.


Apologies if I'm starting to sound like a broken record to some folks, however once again I will point out:

MODIFYING OF PLAYER AVATAR MODELS IS NOT IN GAME!

There is no point whats so ever to perfect melee combat, perfect the hitboxes, or "balance" the weapons until such a point in which the temporary "scarecrow," one size fits all player model is gone.

Now, when we can adjust our height (and weapon reach), weight, and other appearance settings, then is the time to make improvements on these other systems.

Personally I'm a bit surprised not to see the Player Model stuff in the roadmap at all, and am disappointed. To me, it should be a priority now so that you do not try to do the balance/perfecting stuff on a temporary model. Trust me, bad idea.


Siegbert
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Re: Roadmap concern

Post by Siegbert » 21 Jan 2015, 15:29

Willbonney wrote:There is no point whats so ever to perfect melee combat, perfect the hitboxes, or "balance" the weapons until such a point in which the temporary "scarecrow," one size fits all player model is gone.


I strongly disagree. Combat would have to be top priority. Exchanging player models is but cosmetics.
You need to have a game in which fighting is fun first to attract a decent player base.
There are far too many sword fighting games that did it wrong and I fear LiF will be just another. Actually I'm pretty sure about it since they didn't even bother to include it in their roadmap list.

That's why personally I'm more and more putting my hopes into Mount&Blade Bannerlord and Melee: Battlegrounds for future medieval games.
LiF will certainly remain to be the game for passionate builders and smiths.

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Thokan
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Re: Roadmap concern

Post by Thokan » 21 Jan 2015, 16:44

Cosmetics are always secondary to gameplay and core mechanics.
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Azzerhoden
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Re: Roadmap concern

Post by Azzerhoden » 21 Jan 2015, 17:54

Siegbert wrote:Blocking doesn't seem to have a considerable effect so nobody does it.


Blocking with a shield or parrying an incoming attack does reduce the amount of damage that is inflicted, so I do not understand that statement. It does take timing, and positioning, to be successful though.
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Azzerhoden
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Re: Roadmap concern

Post by Azzerhoden » 21 Jan 2015, 17:59

Also, folks should understand that just because something isn't on the roadmap, doesn't mean it cannot be added with another area or even on it's own.

Roadmaps are dynamic in nature, not cast in iron. I am sure that there are more emotes coming, as well as other 'RP' features (like sitting in a chair, or laying on a bed), but those aren't listed anywhere either.
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Siegbert
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Re: Roadmap concern

Post by Siegbert » 22 Jan 2015, 18:03

Azzerhoden wrote:
Siegbert wrote:Blocking doesn't seem to have a considerable effect so nobody does it.


Blocking with a shield or parrying an incoming attack does reduce the amount of damage that is inflicted, so I do not understand that statement. It does take timing, and positioning, to be successful though.


I'm not currently playing LiF anymore but from time to time I'll be watching combat gameplay videos on youtube. Judging by how most people play it, spamming attacks seems to be the road to success. Hardly anybody blocks/parries and I couldn't tell for sure if it had an effect at all.

It really got to be clear when you successfully parried and a defensive playstyle should be encouraged. Otherwise spam will always be the way to go.

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Azzerhoden
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Re: Roadmap concern

Post by Azzerhoden » 22 Jan 2015, 18:26

At 90(?), shield users will be able to sprint with the shield up. Not having that right now does impact how effective using a shield is, as shield users can only move slowly when the shield is in an active blocking state. As a result, I have to hold in position with the shield up and wait for the attacker to close enough for me to move forward and bash.

If I connect on the bash, I knock the player on the ground. Using a pick or club I normally need 3 hits to kill them, which I deliver before they can get completely back up. Depending on their hitpoints I can sometimes drop them in 2 hits.

As a result, those using two handed weapons attempt to rush in and swing while staying outside of my range to knock them to the ground.

Note, when I say bash, I mean right clicking my mouse with the shield in the up position. The 90(?) skill for shields will allow me to sprint in that position. That and the charge(?) skill will allow me to do the same thing - knock the opponent to the ground where they are helpless.

So, while the skill is not completely implemented yet, there is enough to fight successfully right now unless the person you are fighting is very good at maintaining a certain distance from you, based on the length of their weapon. But that's the way combat should work. :)
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Stormsblade
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Re: Roadmap concern

Post by Stormsblade » 22 Jan 2015, 20:05

Shield slows you down, gives very little protection.

The shield bash is extremely short range, and does not allow you to move when you are locked in the animation.

You are stunned after attempting to shield bash.

Shields are completely unviable, and anyone running a shield is a complete newb/noob, or handicapping themselves because they have some weird fascination with shields (perhaps because they need to match their signature avatar.) :D

I would love to see someone win even one fight out of 10 against me, if they are using a shield.


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Re: Roadmap concern

Post by MrErad » 23 Jan 2015, 11:11

Stormsblade wrote:Shield slows you down, gives very little protection.

The shield bash is extremely short range, and does not allow you to move when you are locked in the animation.

You are stunned after attempting to shield bash.

Shields are completely unviable, and anyone running a shield is a complete newb/noob, or handicapping themselves because they have some weird fascination with shields (perhaps because they need to match their signature avatar.) :D

I would love to see someone win even one fight out of 10 against me, if they are using a shield.


You're only stunned if you miss your shield bash. If its successful you can do whatever you want. The protection you receive is dependent on the shield you're using. Plus the weight. A full plate with tower shield is easy picking for any range character but going toe to toe with a melee is a different story. This game is very rock, paper & scissor. Mobility is a big advantage but if you cant manage your stamina its all in vein.

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Azzerhoden
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Re: Roadmap concern

Post by Azzerhoden » 23 Jan 2015, 17:22

Stormsblade wrote:Shield slows you down, gives very little protection.

The shield bash is extremely short range, and does not allow you to move when you are locked in the animation.

You are stunned after attempting to shield bash.

Shields are completely unviable, and anyone running a shield is a complete newb/noob, or handicapping themselves because they have some weird fascination with shields (perhaps because they need to match their signature avatar.) :D

I would love to see someone win even one fight out of 10 against me, if they are using a shield.


Hate to burst your bubble there mate, but this character will be welding a spear or pike when in a formation, a short bow when not, and wrapped up in leather armor, when doing any fighting at all. Skill loss around the higher tiered skill trees combined with how much I love fighting and negative alignment makes having multiple characters a requirement.

My fighting guy's skill tree is still up in the air at the moment, as there are a lot of fighting skills unfinished. Especially mounted combat. Which makes your statements around one type of fighting being better than another extremely ignorant.

And should I bother to point out that my sig avatar is also wielding a flail? And that flails don't exist in the game? Nah. Let's not let facts get in the way of your run-away ego.
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Deamore
 
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Re: Roadmap concern

Post by Deamore » 23 Jan 2015, 17:36

Judgement Hour

Still not convinced. Anyone who has tried to lead a raid/BG/Fleet will tell you its never not complicated. An hour seems to short.

Also does the ability to attack finish exactly after the hour is up. Or are ongoing skirmishes battles allowed to continue.


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Re: Roadmap concern

Post by Willbonney » 23 Jan 2015, 18:32

Siegbert wrote:Exchanging player models is but cosmetics.


Not if the settings in those player models has an affect on height and weight. Both of these would influence the player's hitbox and weapon reach, and make for big differences.


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Re: Roadmap concern

Post by Astapor » 26 Jan 2015, 20:06

Siegbert wrote:
Azzerhoden wrote:
Siegbert wrote:Blocking doesn't seem to have a considerable effect so nobody does it.


Blocking with a shield or parrying an incoming attack does reduce the amount of damage that is inflicted, so I do not understand that statement. It does take timing, and positioning, to be successful though.


I'm not currently playing LiF anymore but from time to time I'll be watching combat gameplay videos on youtube. Judging by how most people play it, spamming attacks seems to be the road to success. Hardly anybody blocks/parries and I couldn't tell for sure if it had an effect at all.

It really got to be clear when you successfully parried and a defensive playstyle should be encouraged. Otherwise spam will always be the way to go.


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