Ulfus wrote:@ Asimov, fine now iknow how to kill you with a twink
I dont think "twink" means what you think it means.....
Ulfus wrote:@ Asimov, fine now iknow how to kill you with a twink
Rhade wrote:SerMedieval wrote:This is a group game, so if you're not intending on joining a group you'll have an difficult-impossible time enjoying yourself. And that goes for this sandbox and most sandboxes that came before it like Darkfall.
So. Wrong.
We ran NA. Destroyed giant zergs. Rolled with 20-30 at maximum and we got to the point that whoever hired us, won sieges. People called us "toxic" and were so upset because our sole presence decided the outcome of major battles consisting of hundreds. With 20-30 people. That's a fact and not up for debate. Darkfall was a sandbox and we ran the NA server with 25 actives. Won field battles with groups of 7-10 against 2x and 3x our number. Also a fact. Clearly the developers here don't allow players to do the same with arbitrary, hard-coded quantity requirements to claim land.
So, no, you're wrong. Numbers don't decide the day and don't pretend that Life is Feudal is a sandbox. It isn't. It takes player choice out of the player's hands and only allows one play style: zerging. This is made evident by the hard coded number requirement for a guild claim of ten players.
Keep Darkfall's name out of your mouth, and "sandbox" out of your mouth while we're talking about Life is Feudal, because they don't belong in the same category.
Ulfus wrote:@ Asimov, fine now iknow how to kill you with a twink
SerMedieval wrote:Rhade wrote:SerMedieval wrote:This is a group game, so if you're not intending on joining a group you'll have an difficult-impossible time enjoying yourself. And that goes for this sandbox and most sandboxes that came before it like Darkfall.
So. Wrong.
We ran NA. Destroyed giant zergs. Rolled with 20-30 at maximum and we got to the point that whoever hired us, won sieges. People called us "toxic" and were so upset because our sole presence decided the outcome of major battles consisting of hundreds. With 20-30 people. That's a fact and not up for debate. Darkfall was a sandbox and we ran the NA server with 25 actives. Won field battles with groups of 7-10 against 2x and 3x our number. Also a fact. Clearly the developers here don't allow players to do the same with arbitrary, hard-coded quantity requirements to claim land.
So, no, you're wrong. Numbers don't decide the day and don't pretend that Life is Feudal is a sandbox. It isn't. It takes player choice out of the player's hands and only allows one play style: zerging. This is made evident by the hard coded number requirement for a guild claim of ten players.
Keep Darkfall's name out of your mouth, and "sandbox" out of your mouth while we're talking about Life is Feudal, because they don't belong in the same category.
I think you completely misunderstood the point I was trying to make and brought up an invalid argument out of no where. First off, I said this is a "group" game. Not a zerg game, didn't call darkfall a zerg game either, lol. If you were rolling with 20-30 people that would be classified as a group,guild,etc... So the fact that you even replied to my post at all with that has got me dumbfounded.
If you had said that you ran the whole NA server by yourself then you may have had some validity for your argument, which would be impossible in Darkfall. Next, the genre - sandbox usually involves games where you can shape the land to your liking, do whatever you want without many restrictions, open-world pvp, and a long grind to keep you occupied. So I'm completely able to compare Darkfall and this game, hell I could compare Darkfall and Minecraft and still find some similarities.
It's obvious you've got some strong feelings against this game and find Darkfall to be far superior, which would explain why you were so quick to jump on me the moment I mentioned it. Luckily for you Darkfall: New Dawn just recently got announced to release in early 2018. So if you're so anal about it, go play that version.
Life is Feudal is a group game which can be compared to other games in it's genre, and you further confirmed that with your cock-swinging response.
Have a nice day
Gruber wrote:Dobrt wrote:Dakgu35 wrote:This isn't a solo game
This is a group game you cannot survive without a group
This won't be any game if changes are not made.
Actually most players like the MMO how it is now. It is only a small group of disrespectfull people who purchased a game that they know nothing about and now get mad because the well advertised gamedisgn does not suits them.
A player driven world with as much freedom as possible will always be a pain in the ass for lone wolfs and small groups. If you were unable to imagine that before you purchased the game, next time try to think before purchasing...
Mawgan wrote:Gildmeister:
1) Not "kid ruined game". Lags ruined game.
The main reason why my guild removing guilds from our server is that we cant play because server is congested. Two our guilds generate 350 people + randoms is huge. When enemy will come to us as army server will blow up!
2) Your problems is your foult.
Almost on every YO servers where kingdoms live you must ask them for permission to build. In Life is Feudal the politic is old like almost 2 years. So if you build wherever you want because you have to best view from window and not respect that maybe its land of that huge tough guys - its your problem.
Sorry its not MineCraft and i hope it will never be, because we bought this game as "medieval hardcore pvp sandbox"
SerMedieval wrote:
20-30 on the roster, with a norm of roughly ~9 active at a time. Under current Life is Feudal hard-coded "rules," we would not be able to claim land here for arbitrary reasons no one can really explain. Darkfall is not a "group game," LiF is not a "group game," they were both advertised as sandboxes and the hallmark of a sandbox game is player freedom with the ability to play and create as the players see fit. It is completely reasonable to expect to be able to have a working claim with 9 players, but the developers simply impose hard-coded limits for their own subjective assessments instead of letting the playerbase determine what's actually feasible.
Group is fine. However, this game does not accept "groups." We have an amazing "group," but it doesn't meet the arbitrary number of ten at the moment -- just shy -- so we aren't allowed to play. Life is Feudal was never pitched as a "10 player required group game." It was pitched as a sandbox. Sand. Box.
That's what I was driving at. The point is, large groups aren't necessary, and the game shouldn't impose random number requirements. Let groups dictate their own identities and strategies as far as quality vs quantity goes. Hope you aren't quite so dumbfounded this time around.
Hodo wrote:To the OP...
If you are running into a toxic kingdom that wants to run you off of their land. Ask around find a friendlier kingdom domain to live in. Some guilds out there dont have a problem with individuals living near them as long as they understand the rules of the land. They could be as simple as, dont mine our ore, dont cut down these trees, and dont harvest our crops. Outside of that, do what you want.