Development News #9 - New Dangers Lurking in the Wild!

What are we currently working on.
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Arrakis
 
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Development News #9 - New Dangers Lurking in the Wild!

Post by Arrakis » 15 Jul 2016, 14:19

Hey everyone,

Welcome to this week’s development update! We sincerely hope you’ve been enjoying the screenshots and insight into some of the things we’ve been getting up to.

Check out one of this week’s WiP screenshots - this halfplate armour concept art:

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We know a lot of you are really looking forward to our native NPCs, so we’re really excited to share some more information and concept art to entice you that little bit more!

According to old chronicles, the fierce tribes are dotted about mountains and mines in both the north and in the south of the Island. They’re vicious, stealthy hunters and have even been known to indulge in cannibalism. Their form seems less than human, leaving many to speculate that they are demons.

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These natives may not be too happy with your arrival to the island, it is their homeland, afterall.

Look out for them, they’re coming soon™!

Thanks for reading this week’s dev update - catch us next week for more

- The Team

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Ubaciosamse
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Re: Development News # 9 - New Dangers Lurking in the Wild!

Post by Ubaciosamse » 15 Jul 2016, 14:53

GJ :) Looking forward to...well everything and anything :Yahoo!:
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Re: Development News # 9 - New Dangers Lurking in the Wild!

Post by Damlet » 15 Jul 2016, 15:04

Great! Some fresh to the game!!! Waiting for it!!!


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Re: Development News # 9 - New Dangers Lurking in the Wild!

Post by KiroElmarok » 15 Jul 2016, 15:15

Halfplate armor looks dope!

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Re: Development News # 9 - New Dangers Lurking in the Wild!

Post by Godfrey » 15 Jul 2016, 15:23

Wow, one of those natives looks like Gravelord Nito :good:
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Tankoua » 15 Jul 2016, 18:52

Personally, I am absolutely not for NPCs , I prefer the game to be completely run by players (remember , life is feudal and the Middle Ages , there was no NPC ... ) . Development should work on more important things, like the stability of servers , adding boat, develop guilds ( guilds in grade / relationship between guilds, ...), the drawn wagons by horses, etc.

*****************************************

Personnellement, je ne suis absolument pas pour les PNJ, je préfère que le jeu soit entièrement géré par les joueurs (rappelez vous, la vie est feodal et au moyen age, il n'y avait pas de PNJ...). Le développement devrait travailler sur des choses plus importantes, comme la stabilités des serveurs, l'ajout de bateau, développer les guildes (grade dans les guildes / relation entre guildes, ...), les chariots tirés par les cheveaux, etc.

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Arrakis » 15 Jul 2016, 19:26

Tankoua wrote:Personally, I am absolutely not for NPCs , I prefer the game to be completely run by players...

These are not NPCs in the meaning you are thinking about. They are - or rather they will be - a part of PvE environment, enemies that players will encounter and fight. No small part of the community wishes for richer PvE experience, and here it comes, in the form of those very unfriendly, intimidating natives. ;)


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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Jimsdeath » 15 Jul 2016, 20:12

The armor looks nice! :good:


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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Seeker » 16 Jul 2016, 08:43

Nice work guys, I think a bit of PVE environment won't hurt and might actually bring some people back to playtest the game.
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Goodwin » 16 Jul 2016, 09:53

That fellows looks hopeful

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Karabas » 16 Jul 2016, 11:45

more new content - more new bugzz....
what about progress of known bugz fixing?

so would be cool to tell us when it will be implemented.... for example - new armor for wave #2, natives for release, or something....
are natives for MMO only or for YO too ?
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by InnocentFarmer » 16 Jul 2016, 13:32

Karabas wrote:more new content - more new bugzz....
what about progress of known bugz fixing?

so would be cool to tell us when it will be implemented.... for example - new armor for wave #2, natives for release, or something....
are natives for MMO only or for YO too ?



Others work on bug fixing while those who can't fix them work on the other stuff such as designing the npc models. :beer:

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Hallegra » 16 Jul 2016, 19:24

Any update on horse-drawn carts, 64-bit client/servers, or wave #1?


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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Oldmanlif » 17 Jul 2016, 00:19

Thanks for the news! Any update on the 64-bit servers and clients as discussed in April?

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Stormsblade » 17 Jul 2016, 00:55

Is the dev team currently working off of an internal roadmap for MMO features?


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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by sinsofzavv » 17 Jul 2016, 16:22

pve would be nice way to level up your skills without killing or hurting your allies

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Artoria Pendragon » 19 Jul 2016, 08:29

Tankoua wrote:Personally, I am absolutely not for NPCs , I prefer the game to be completely run by players (remember , life is feudal and the Middle Ages , there was no NPC ... ) . Development should work on more important things, like the stability of servers , adding boat, develop guilds ( guilds in grade / relationship between guilds, ...), the drawn wagons by horses, etc.

*****************************************

Personnellement, je ne suis absolument pas pour les PNJ, je préfère que le jeu soit entièrement géré par les joueurs (rappelez vous, la vie est feodal et au moyen age, il n'y avait pas de PNJ...). Le développement devrait travailler sur des choses plus importantes, comme la stabilités des serveurs, l'ajout de bateau, développer les guildes (grade dans les guildes / relation entre guildes, ...), les chariots tirés par les cheveaux, etc.


okay no npcs
no wolf
no boar
no animals
is that you want ???
the devs have seen the glory victis and learn some good stuffs from it , that a good news
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Khan- » 19 Jul 2016, 08:47

Lophier wrote:the devs have seen the glory victis and learn some good stuffs from it , that a good news



er... natives were in the original LiF:MMO design, far way before the gloria victis was announced...

there is nothing new there



but, why not finally... they remember me "13th warrior wendols", who could be the very last neanderthals but this is pure conjecture due to the lack of historic proof...
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Bugsblake » 20 Jul 2016, 14:32

oh great, lifyo becomes the forest! I really hope there is an option to turn them off as Im really not liking that. please give us the option to not have them! thanks! how about the roadmap? any eta on when we will see horses pulling carts? and what ever happen to the sawmill? and steel sickle? why were they pulled? other then that keep up the good work.

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Arrakis » 20 Jul 2016, 16:33

Bugsblake wrote:oh great, lifyo becomes the forest! I really hope there is an option to turn them off as Im really not liking that. please give us the option to not have them! thanks! how about the roadmap? any eta on when we will see horses pulling carts? and what ever happen to the sawmill? and steel sickle? why were they pulled? other then that keep up the good work.

We can't give you any details on cart transportation yet. There' still much work to do.

As for sawmill, we have decided to temporarily remove it from the game until we can implement it with proper mechanics, and most likely in the form of a windmill. Steel sickle on the other hand, along with other, better variants of tools will be rebalanced.

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by JackStark » 20 Jul 2016, 16:54

At this point, id be happy with 64 bit clients so we can play with more people.

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Khan- » 20 Jul 2016, 17:08

JackStark wrote:At this point, id be happy with 64 bit clients so we can play with more people.


64bits servers and clients won't improve the server side population limit... so, "more people"... ?
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Khan- » 20 Jul 2016, 18:16

... it won't increse pop limit. so, derp, no "more people to play with".
they stated several time they won't increse themselves the player limit... but will let players try to mod it...
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Laertes » 20 Jul 2016, 22:16

An Option to turn natives off seems likely ... at least as they´re lookin not tameable. :D

Developing should takes the time it needs. Don´t feel rushed, it´s quite better to get a Feature some weeks later, than getting it asap but with a load of bugs.

Hey, it´s LiF ... Patience is part of the gameplay. :good:
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Arrakis » 20 Jul 2016, 22:38

Laertes wrote:... at least as they´re lookin not tameable. :D

Well, you can try to be brave and hope they will not make a stew out of you :crazy: with onion and mushrooms :evil:


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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Vsevolod » 21 Jul 2016, 07:33

Уважаемые разработчики. Я прошу поработайте над оптимизацией в игре. GeForce GTX 960 - 17 FPS в игре!!!!!!!!
И добавьте пожалуйста потребность во сне и экономику!!!

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Khan- » 21 Jul 2016, 19:11

Lerp867 wrote:
Khan-Bjornsen wrote:... it won't increse pop limit. so, derp, no "more people to play with".
they stated several time they won't increse themselves the player limit... but will let players try to mod it...


Clearly you are not reading. We get it, you are french and you are uptight.



what don't you understand ?

it has been asked several time, devs answered they won't improve it, and some modders tried... they cannot do it due to the torque 3D itself preventing people to mod the game to increse the server player limit... that has nothing to do with the 32 or 64bit client...

servers and the game will run smoother, it might bring people back to the game but, nope, you server will not welcome "more players"...
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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Arrakis » 21 Jul 2016, 22:01

Actually, that is correct. We won't be increasing player cap for LiF:YO.


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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Alakar » 21 Jul 2016, 22:46

Khan-Bjornsen wrote:
Lerp867 wrote:
Khan-Bjornsen wrote:... it won't increse pop limit. so, derp, no "more people to play with".
they stated several time they won't increse themselves the player limit... but will let players try to mod it...


Clearly you are not reading. We get it, you are french and you are uptight.



what don't you understand ?

it has been asked several time, devs answered they won't improve it, and some modders tried... they cannot do it due to the torque 3D itself preventing people to mod the game to increse the server player limit... that has nothing to do with the 32 or 64bit client...

servers and the game will run smoother, it might bring people back to the game but, nope, you server will not welcome "more players"...


Its not an engine limit, it is a limit placed in code by the developers/

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Re: Development News #9 - New Dangers Lurking in the Wild!

Post by Boundless » 22 Jul 2016, 07:31

The natives so wild :beer:

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