MMO Tests - Interactive FAQ

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JackStark
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Re: MMO Tests - Interactive FAQ

Post by JackStark » 20 Apr 2017, 00:00

499: are there any plans to host NA servers before wave 2 starts, as a way to stress test and differentiate between the regions? and building on that question, in regard to character tickets, will they be account bound or locked to whatever region you choose? my primary concern is that NA servers won't launch till after wave 2 because of unforeseen technical and logistic reasons. Seeing as character tickets are limited, it’s important for guilds to know now how they should build their alliances and guilds. It’s a waste of time for players to make alliances with EU guilds when they won’t be playing on NA servers, and vice versa. Furthermore, you can imagine the hundreds of emails you guys will get when players sign up for EU servers only to find out that NA servers are opening soon and they depleted their ticket. Essentially I’m wondering if NA servers will get some attention before wave 2 to avoid mass confusion.
  • Answer: Yes, we definitely have plans to host NA and maybe even CIS and Asia servers right before the start of the wave#2 to test everything out. Tickets should be account bound and should be redeemable in any region. But we might review all those plans once we get closer to the Wave#2 (OBT). I want to add, that your concerns are important and completely just, we will do our best to avoid such inconvenience.

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Brother
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Re: MMO Tests - Interactive FAQ

Post by Brother » 20 Apr 2017, 15:08

500. Hey guys, I'm wondering if you're able to expand at all on one of the things published in an interview yesterday.

"We also plan to introduce different worlds with different rulesets (Vanilla, Roleplay, Fast progression with a monthly wipe, etc.)"

I know these are probably just plans for the future and may not be fully fleshed out yet, I'm just curious, in an ideal world, when would you implement these server divisions? For Wave 2 launch? Sometime after?

Of course there are lots of questions around what these rulesets would actually entail - I'd be interested to hear anything additional you're willing or able to share.

Thanks as always!
  • Answer: You are correct, there is nothing fleshed out yet. And there are chances that we might have to scrap that idea to avoid population spreading around multiple MMO worlds. Those is rough idea that I have in mind for future experiments if we believe that we can and have to perform such experiments.


Sharana
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Re: MMO Tests - Interactive FAQ

Post by Sharana » 21 Apr 2017, 03:09

501. If CIS server will be a reality then will that happen with the start of OBT stage? If there will be such server it seems not only americans will be faced with the choice to stay EU or goon their own server.
  • Answer: As answered in 499, we have plans to host those servers right before wave #2 for testing.
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Artoria Pendragon
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Re: MMO Tests - Interactive FAQ

Post by Artoria Pendragon » 21 Apr 2017, 07:23

502.Bobik i dont think NA server is a good idea, because Regionable server will definitely divided the population of the players into different parts(especially in the currently state), this will reduce the competition between each clan, and less interesting about diplomacy,trading,and war.one global server will keep the game alive and full of challenge and historic,believe me bobik.Those who desire it are selfish and never consider the game`s future generally :(
The MMO need something massive , mix with different culture players .if a player were truly love this game, the ping issue wont be their problem(we had played in 200+ pings as usual).
  • Answer: Thank you, Captain ;)
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Khan-
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 25 Apr 2017, 13:34

503. In the CBT, we saw 2 kinds of tabard : a very dirty one, washed, colorless... and one very beautiful, nice colours... their quality were between 12 and 17 (nothing crazy)
was it a bug, or, is there a secret in the tabards graphic quality ? :D :angel:
  • Answer: It is a "primitive" tabard that you get when running without an armor. A better tabard appears once you actually have an armor underneath it.
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 28 Apr 2017, 18:46

504. Trading post incoming in the CBT3, how the money will be implemented ? :) which skill or how a kingdom will be able to mint it ?
  • Answer: Yes, we plan to patch trading posts. But kingdoms will not be able to mint the currency yet - we plan to release it later during OBT (Wave#2). So far players will have to sell some stuff to gain coins.
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Hallegra
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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 28 Apr 2017, 19:14

505. Current town claim size seems to be a 20-tile radius, 40-tile diameter in this iteration, not the 35-tile radius 70 tile diameter that was mentioned in Question 472. Is this intentional and will it be the new town claim size going forward? If not, what size town claim can we expect?
  • Answer: So far we're looking at current towns to make a final decision about claim sizes. Cannot tell anything more right now.
506. Is there an ETA on climbing mode? This feature seems to be one that would have a very dramatic impact on how the game is played.
  • Answer: Not too soon. It is VERY complex and right now we are concentrating on horse pulled carts.
507. Are there any plans to make areas of the map such as the desert or arctic more appealing for the playerbase? Beyond regional resources, I mean.
  • Answer: Nope. We need harsh regions too ;)
508. Will horsedrawn carts be able to move over moveable objects such as platforms? At the moment, the animal AI avoids such things.

For example, if there is a moat will the player need to terraform the moat to allow for the horsecart to cross or can they simply use a moveable platform?
  • Answer: No, nothing like that is planned.
509. Personal claims have been rumoured to cost premium currency in order to maintain. Is there any foundation to these rumours? What about for town claims?
  • Answer: Yes, it is probable. Some minimum size of personal claim can be maintained by in-game currency, but if you want more - you will have to use premium one. And no, we will not require premium currency for any sizes of guild claims support.
510. Are there any plans for using the premium account status to increase skillgain?
  • Answer: We have not decided yet.


Sharana
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Re: MMO Tests - Interactive FAQ

Post by Sharana » 30 Apr 2017, 06:37

511: What are the plans about regional leathers? A tier 3 set requires like 7 regional leathers and the the procurement of such is much harder. With the current 1% if we say that one would need 100 actions on average then there is huge difference between 100 mining actions (regional iron), harvesting 100 flax tiles (regional cloth) and skinning 100 animals.
The flax harvest process is pretty passive, you plant a huge field and you are guaranteed to have few regional tiles. Mining actions are fast, so you usually get regional iron easily. But the leathers ... even with not populated server (400 players on the MMO in the latests testruns) it's WAY more time consuming to find, kill and skin 100 animals, so the process of gathering regional leathers is way more complicated then the other regional materials and the tier 3 sets require lots of regional leathers.
How do you plan to address that difference? By increasing the chance of leather drop significantly or by allowing collection of regional leathers from killing domestic animals?
  • Answer: We had a brief discussion about that in our office. We've decided to make a full discussion about that later next week. I agree that we either should drop more regional leather from animals or let it drop from domestic animals.
512: Can we expect the new castle walls later this testrun or the next one?
  • Answer: Next one probably.
513: With the initial introduction of traders posts will the players be able to use them for player-player trading (posting offers that everyone can see) or it will only be a place to sell good to the system and use the coins in direct barters with other players?
  • Answer: The primary intention of having trade posts is to enable a global player to player trade. Selling stuff to server for money is just a secondary function.
514: Can we expect instanced battles next testrun? If it's indeed going to be the last testrun is the entire system going to function - not only instanced battles, but sieges, daily vulnerability windows for guild in war to raid their realm claims etc? I hope you don't plan to skip the testing of all this and just release it in wave 2 when there will be no more wipes. After all there wasn't a feature till now that wasn't accompanied by serious problems or exploits which is normal and that's what CBT is for.
  • Answer: Yes, I agree with you and yes, we plan it.
515: Are the JHes in CBT#3 be 1h long again?
  • Answer: We will see, maybe 2 hours, but not any longer.
516: When are you going to fix the terraforming with paving that allows steep terraforming (the only way atm to get the old clay terraforming) - during CBT or when the OBT starts?
  • Answer: Before OBT.
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Khan-
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Re: MMO Tests - Interactive FAQ

Post by Khan- » 01 May 2017, 11:23

517. As far as I remember, monuments needed minimum number of players in the guild to be able for the upgrade... something like 20 members minimum for monument rank 2, etc... (avoiding 10 people guild with tier 4 monument)

is that true ? is that still there ?
  • Answer: Nope, not really. At least should not be. 10 people technically can upgrade and support tier 4 monument if they're wealthy or backed up by some other sources.
518. What was the goal to "fix" this ?
You can no longer flatten terrain cells that are close to terrain cells with a different altitude (excluding sloped flattening situations)

It seems to make angry a lot of my builders, but I'm not really sure why x)
  • Answer: The goal was to implement proper cells blocking and flattening. The idea of flattening is that ALL parts of a certain cell should be at the same altitude. The idea of the blocked cell is that it can NEVER be altered by some nearby terraforming/building actions because it is blocked. Due to the bug, you could place wall/building on a perfectly flat cell and then "break" it by flattening nearby cell that got lower altitude. It resulted in some parts of buildings and walls to hang in the air and with some unexpected terrain deformations. But on the other hand, it allowed placing buildings close to each other no matter what was the difference of altitudes. Now you can place buildings next to each other, only if they're at the same altitude, or you have step one cell away to place buildings on different altitude. That made some castle templates impossible and lowered variety or possible castle patterns, unfortunately. It is our mistake that we had no time to fix it in time and people got used to this bug :(
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Hallegra
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Re: MMO Tests - Interactive FAQ

Post by Hallegra » 01 May 2017, 17:07

Sharana wrote:516: When are you going to fix the terraforming with paving that allows steep terraforming (the only way atm to get the old clay terraforming) - during CBT or when the OBT starts?
  • Answer: Before OBT.


519: Can you expand on what the problem is here and how the team is planning on fixing it?
  • Answer: Such height difference is not planned and should not be in the game. We had no time to discuss it internally how exactly are we going to fix it.
520: As of now, impact damage doesn't seem to be implemented despite the patch notes. Will impact damage mean that a player hit by a horse is no longer launched backwards, but simply damaged or knocked down? If so, which?
  • Answer: No, the player will still be knocked back and damaged, but the type of damage will not be "unknown", but it will be an "impact", thus it will be absorbed by armors (especially padded). And yes, it seems that this change does not apply properly, we plan to patch it with the next major content update (hopefully during this CBT run).

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