Things to add to the game...

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Monsunami
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Joined: 01 Jul 2017, 12:11

Things to add to the game...

Post by Monsunami » 01 Jul 2017, 13:20

After 650+ hours of playing Life is Feudal: Your Own, here are my suggestions about game changes:

    - Guild Ranks. With different ranks allowed access to different buildings. Preferably customisable.
    - Flags and banners that actually have the Guild's Heraldry on them and not just a generic horse.
    - The ability to type to party members in a separate channel, once grouped up in a unit.
    - Domesticated pets. (Cat's and Dogs). Dogs could bark when someone comes to the main gates to alert you to their presence. Cats could hunt rats and mice, which destroy crops and stored food if allowed.
    - Ability to rename horses. Profanity filtered of course.
    - Animals that pull carts and ploughs.
    - Some kind of ground marking system for big group sieges and battles. Big glowing circles on the ground, blue for group 1, red for group 2 etc. This will make it easier for the commander of large armies to place his troops and give real time orders about charging or falling back etc.
    - More decorations for the towns such as flower beds, haystacks, etc things to make the town look better and house interiors i.e Rugs, carpets, glassware, beer mugs, etc
    - More vanity buildings.
    - Dye's to make armour and clothing more individual and in scheme with the heraldry.
    - Trap doors, cellar doors and mine shaft doors. To give the ability to cover and secure mine shafts, caverns and underground tunnel entrances. Also gives the possibility to have hidden entrances to towns and caverns to hide valuables in.
    - Notice boards for town's where notes can be left for fellow towns members.
    - Tone down how hard it is to obtain Royal Armour blueprints.
    - More drinks and specialised food that only boosts a certain stat, like it will only increase Smithing or Tailoring stats.
    - More variety of potions, alchemy really isn't worth spending the points in, in the current state.
    - Better luck boost for high end jewellery, again not really worth spending all the points in at the moment.
    - More traps for defending walls, such as wall spikes, fire pits, spike traps (Trou de loup), boiling oil cauldrons to pour down from the top of walls. Murder holes (holes in the gatehouse ceiling that allow, hot sand, boiling water, heavy stones, molton iron etc to be dropped).
    - Drawbridges.
    - Siege ladders to climb over walls. Battering rams.


    I don't expect all of them to be included but just a few would make a nice addition. :D





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Hallegra
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Joined: 05 Dec 2014, 00:13

Re: Things to add to the game...

Post by Hallegra » 19 Jul 2017, 17:23

I'm gonna go over the responses to most of these that have already been answered by the devteam, however keep in mind that these are adlibbed because I'm too lazy to source all the stuff in the FAQs.
Monsunami wrote:After 650+ hours of playing Life is Feudal: Your Own, here are my suggestions about game changes:

    - Guild Ranks. With different ranks allowed access to different buildings. Preferably customisable.
    Already been implemented in the MMO to a certain extent, plans have been announced to add individual building permissions
    - Flags and banners that actually have the Guild's Heraldry on them and not just a generic horse.
    The new castle walls can be customized to represent your heraldry, but I haven't heard anything beyond that
    - The ability to type to party members in a separate channel, once grouped up in a unit.
    No idea about this one
    - Domesticated pets. (Cat's and Dogs). Dogs could bark when someone comes to the main gates to alert you to their presence. Cats could hunt rats and mice, which destroy crops and stored food if allowed.
    I love this idea, but afaik belltowers are going to be the dog equivalent and no info on the cat idea. I do recall them mentioning all actions in the game are going to be player-precipitated, meaning I doubt they'll allow for a dog or automatic warning system when people come near.
    - Ability to rename horses. Profanity filtered of course.
    No info on this one
    - Animals that pull carts and ploughs.
    Horsedrawn carts are coming soonTM (was announced in maybe 2015)
    - Some kind of ground marking system for big group sieges and battles. Big glowing circles on the ground, blue for group 1, red for group 2 etc. This will make it easier for the commander of large armies to place his troops and give real time orders about charging or falling back etc.
    Not sure if this is what you're asking, but a formation rework to make it more useful for both players and commanders has been coming soonTM since early 2016
    - More decorations for the towns such as flower beds, haystacks, etc things to make the town look better and house interiors i.e Rugs, carpets, glassware, beer mugs, etc
    They've said this isn't high on their priority list,
    but a lot of players want more building variety or at least skins/churches/fluff/passiveNPCs to make their towns feel more alive and unique

    - More vanity buildings.
    They've shown interest but not on any kind of priority list
    - Dye's to make armour and clothing more individual and in scheme with the heraldry.
    This was supposed to be part of the art tree, but was removed from the ingame skill description. However, its quite possible that the devs will implement cosmetics for armour
    - Trap doors, cellar doors and mine shaft doors. To give the ability to cover and secure mine shafts, caverns and underground tunnel entrances. Also gives the possibility to have hidden entrances to towns and caverns to hide valuables in.
    A recent statement by bobik implies that they're planning on reworking mines to allow for "underground settlements".
    I'd assume this falls under that

    - Notice boards for town's where notes can be left for fellow towns members.
    No info on this one. Seems like they could combine this with the trading post though
    - Tone down how hard it is to obtain Royal Armour blueprints.
    Not sure if you've seen it but the droprate for heavy then royal used to be 1% and 1%, meaning a 1/10,000 chance of finding a royal blueprint. Now it is 5% and 5%, meaning a 1/400 chance of getting a royal blueprint over time
    - More drinks and specialised food that only boosts a certain stat, like it will only increase Smithing or Tailoring stats.
    They're planning on throwing in potions/food that you can purchase to provide temporary increases
    - More variety of potions, alchemy really isn't worth spending the points in, in the current state.
    Any ideas for this? All stats/hp/stamina can currently be changed with potions
    - Better luck boost for high end jewellery, again not really worth spending all the points in at the moment.
    They've said they're happy with jewelry providing a minor effect
    - More traps for defending walls, such as wall spikes, fire pits, spike traps (Trou de loup), boiling oil cauldrons to pour down from the top of walls. Murder holes (holes in the gatehouse ceiling that allow, hot sand, boiling water, heavy stones, molton iron etc to be dropped).
    They've said when asked if defensive traps and siege weapons could be implemented that "cavalry is the best anti-infantry". You know, cavalry. While defending on walls. :shock:
    - Drawbridges.
    They've announced castle wall gatehouse will have a drawbridge and there are models they've posted. They've also confirmed there will be no drawbridges outside of castle walls whatsoever. Little strange if you ask me, considering you can just use platforms... but I guess they think not having a specific building will do?
    - Siege ladders to climb over walls. Battering rams.
    Siege ladders are going to be implemented with climbing mode, but that is a long time coming from what I've seen. No info on battering rams, but I assume they think siege torches/sapper charges are a good equivalent?

    I don't expect all of them to be included but just a few would make a nice addition. :D





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