Thoughts on game design of LIF

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CandySalmon
 
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Thoughts on game design of LIF

Post by CandySalmon » 12 Jan 2015, 23:06

Hey there guys/gals,

Intro- My friend and I saw LIF one day and got extremely excited. We both love the idea of a free-roam, full pvp, build your own town, specialize in a field, can’t do everything yourself, Deep crafting game. All in a medieval setting with swords, bows and bears, who the **** doesn’t love a good bear?

My friend did purchase it first for 40$ (one of us always buys a game first and then streams for the other one) about 2 weeks after it arrived onto steam.

Main- What we did expect was having to specialize in a certain field and working together to build something of value. What we didn’t expect was the immense time sinks in just about every action.

I do realize that mini-games will be added to a lot of actions.

I personally feel that a quicker acquisition of resources and skill points in almost everything and losing a good amount (1/4 to 1/3) of skill progress on death would result in an enjoyable experience for me and my friend. I do understand that some do like the extremely long times for everything as they make the accomplishment of building an established town feel like more of an accomplishment.

I also understand that the devs need time sinks (at least for their mmo). I personally think that the particular way it is at the moment (without changing experience rates) is just not the way to go about it.

If the rates were higher and skill loss upon death was enough to continually keep you playing:

    Less time sink
    More experimentation (But only for those who like that) (some players play a game the same way from first login ‘till death do them part’)
    More horizontal gameplay (Goes with more experimentation)
    Faster town build rates
    Easier to get into
    Can get to the meat of the game quicker
This being the internet, I already forsee a couple of comments:

"You want it casual."
“You just want everything now.”
“You just want a dumbed down version of LIF:YO.”
“You just want it super easy mode.”

No to all of those, and if you have the urge to type them, please just disregard the whole thread and go back to w/e it was you were doing previously.

Disclaimer: These are ALL personal opinions. This is not their vision, I understand, no need to type anything at all if your going to tell me differently.

Questions - Do you lose skill points on death? If so, how many?
If you turned everything up to the highest Xp acquisition or w/e you want to call it (turned progression up) How fast are we talking to max out a single skill line to 90? Or Make a complete character (use up all available skill points)?


So if you could answer my questions (in italicized and bold) that’d be awesome and leave your own thoughts if you want.

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Azzerhoden
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Re: Thoughts on game design of LIF

Post by Azzerhoden » 13 Jan 2015, 05:45

CandySalmon wrote:Questions - Do you lose skill points on death? If so, how many?
If you turned everything up to the highest Xp acquisition or w/e you want to call it (turned progression up) How fast are we talking to max out a single skill line to 90? Or Make a complete character (use up all available skill points)?


So if you could answer my questions (in italicized and bold) that’d be awesome and leave your own thoughts if you want.


I'm just going to skip everything above your comments and encourage you to build your own game. The devs have stated what their vision is, and are building that vision. Not saying your vision is bad or good, but it clearly isn't the vision of LIF.

Yes, you lose skills on death. From less then 2 skill points with an 80+ alignment rating, to over 60 if you are at -100 alignment.

How fast you gain skill is directly related to what food you are eating, and what skills you are working on, which is not quite tied to the tier but most of the tier 1 skills have relatively easy ways of building.
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RMM1812
 
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Re: Thoughts on game design of LIF

Post by RMM1812 » 13 Jan 2015, 13:21

If you reduced the time to create anything you would get yourself another Rust game. The only reason why you took so long is because you only had you and your friend building a town. You just cant raise a town as quickly as if you had more people to help you with. The amount of time is fine and if you dont enjoy it you can always search for another server. If creating and crafting was easier you would have a bunch of people playing solo and the whole map already settled. By the time you would get inside the game someone would already have a godam castle...which is not what i would want.


CandySalmon
 
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Re: Thoughts on game design of LIF

Post by CandySalmon » 14 Jan 2015, 02:33

Azzerhoden wrote:
CandySalmon wrote:

I'm just going to skip everything above your comments and encourage you to build your own game. The devs have stated what their vision is, and are building that vision. Not saying your vision is bad or good, but it clearly isn't the vision of LIF.



I literally in all underlined stated "I understand this is not their vision. Please don't say anything at all to tell me differently."

I don't want to build my own game, i was simply asking questions regarding the game. Thanks for answering those questions but its kinda beyond me how you didnt read the sentence directly above the questions.

Noone on the internet can read, its a fact.


CandySalmon
 
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Re: Thoughts on game design of LIF

Post by CandySalmon » 14 Jan 2015, 02:35

RMM1812 wrote:If you reduced the time to create anything you would get yourself another Rust game. The only reason why you took so long is because you only had you and your friend building a town. You just cant raise a town as quickly as if you had more people to help you with. The amount of time is fine and if you dont enjoy it you can always search for another server. If creating and crafting was easier you would have a bunch of people playing solo and the whole map already settled. By the time you would get inside the game someone would already have a godam castle...which is not what i would want.


You couldn't play solo because of specialization, but based on your comment, I know you don't understand this.

I never even said I bought the game. I watched my friend stream it.

You cannot read. Thanks for the attempt though.


Jezbelle
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Re: Thoughts on game design of LIF

Post by Jezbelle » 14 Jan 2015, 03:28

To the OP, let me just tell you, I've shared many of the same concerns at one point or another.

Let me just say something- your complaints are completely valid for a game like LIF:YO. LIF:YO would have never been created other than for the fact that the devs needed money to continue the MMO. LIF Is simply not a 64 player game. It can't be. Everything about this game is intrinsically designed to work against that.

LIF:MMO on the other hand- it will be populated with thousands and thousands of players. A task that is simply impossible in LIF:YO, for instance, digging a moat, will be a piece of cake in LIF:MMO with 100 other guild members by your side pitching in. Everything, including the time it takes to build things, will simply feel "right" when the game is sufficiently populated.


CandySalmon
 
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Re: Thoughts on game design of LIF

Post by CandySalmon » 14 Jan 2015, 04:31

Jezbelle wrote:To the OP, let me just tell you, I've shared many of the same concerns at one point or another.

Let me just say something- your complaints are completely valid for a game like LIF:YO. LIF:YO would have never been created other than for the fact that the devs needed money to continue the MMO. LIF Is simply not a 64 player game. It can't be. Everything about this game is intrinsically designed to work against that.

LIF:MMO on the other hand- it will be populated with thousands and thousands of players. A task that is simply impossible in LIF:YO, for instance, digging a moat, will be a piece of cake in LIF:MMO with 100 other guild members by your side pitching in. Everything, including the time it takes to build things, will simply feel "right" when the game is sufficiently populated.



Ty for a competent, well thought out answer and for actually reading the post. Never want to change the game as its not mine in the first place, just trying to understand.

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Ternyllwg
 
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Re: Thoughts on game design of LIF

Post by Ternyllwg » 14 Jan 2015, 07:35

RMM1812 wrote:If you reduced the time to create anything you would get yourself another Rust game. The only reason why you took so long is because you only had you and your friend building a town. You just cant raise a town as quickly as if you had more people to help you with. The amount of time is fine and if you dont enjoy it you can always search for another server. If creating and crafting was easier you would have a bunch of people playing solo and the whole map already settled. By the time you would get inside the game someone would already have a godam castle...which is not what i would want.


These generally mirror my feelings. Wise man say people only attached to land as much effort they put into it. I personally enjoy grinding with others and socializing in their voice server when I get burnt out on GMing semi-solo.
NORAD.

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Ternyllwg
 
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Re: Thoughts on game design of LIF

Post by Ternyllwg » 14 Jan 2015, 07:41

Jezbelle wrote:To the OP, let me just tell you, I've shared many of the same concerns at one point or another.

Let me just say something- your complaints are completely valid for a game like LIF:YO. LIF:YO would have never been created other than for the fact that the devs needed money to continue the MMO. LIF Is simply not a 64 player game. It can't be. Everything about this game is intrinsically designed to work against that.

LIF:MMO on the other hand- it will be populated with thousands and thousands of players. A task that is simply impossible in LIF:YO, for instance, digging a moat, will be a piece of cake in LIF:MMO with 100 other guild members by your side pitching in. Everything, including the time it takes to build things, will simply feel "right" when the game is sufficiently populated.


How many people do you ascertain are GMing inside their own games in order to figure the game out? Why else over a thousand servers and the client numbers as low as they are. The people are there, they're just "invisible" playing solo. It's been...17 years since Ultima Online The Second Age lol

For someone to be utterly comfortable first off in playing LiF multiplayer they would have had to played the early forms of UO(red vs blue alignment and the min/maxing per-se), Stronghold series(understanding defensive structures), and Mortal Online(first person and keybindings). But LiF is unique, as yet, still.
NORAD.

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