English
English
Русский
简体中文
繁體中文
한국어
本語
Türkçe
ไทย
Tiếng Việt
Español
Português
Polski
Čeština
Français
Deutsch
Italiano
Magyar
get the game
0
Trading is very difficult in this game, yet a player's world can not live without trade. Trade needs war (We do not produce to stock), and war needs trade (To obtain resources and to wage war). Whether it is at stake or in real life, there is always trade when there is a war (Sale of weapon).


This can be created in Life is feudal. It's possible. How? Will you tell me.


First, an observation of the game
First observation:
The problem of this game and that on RP servers, they are stormed by avallon players (PvP) to collect resources and transfer them to Avallon via the Trading Post and make their war on Avallon. Avallon players, to get the territory are ready to go to war and disgust the players of the RP server. Because avallon players having a very good knowledge of combat and optimizing characters in combat. RP players with pitchforks and shovels lose all battles because the battle is uneven. Once the RP players have definitely left the game (Subscription ended), the guild dies and the territory belongs to the players of Avallon. So this causes players to leave Life is feudal.

Second observation:
Avallon players who love fighting a lot spend all their time doing JHs, arenas, instanced battles and never collecting resources.
Their solutions ?? Recrut people farmer on Avallon or server RP so that it brings them resources (Wood, fibers, iron, etc ...). But this has a big consequence. RP players are strongly urged to collect resources, only for PvP players. These farmer too much solicit (large amount of resources required) end up getting tired of being que farmer for their PvP colleagues, to the limit of being an employee with a high rate of production.
This ends with: Either the harvester leaves the game, or the PvP players must also harvest resources, which they do not enjoy. So the PvP guilds diminish the morals of all Life is feudal players.

You will tell me that I still have no idea. That's right, and so here is my idea.
We need to build another economic and gameplay system. I propose several things that associate can solve this economic, military and gameplay problem

1- Transfer players from one server to another must be paid. 80% of the price of an Abella ticket. While keeping the time between each transfer (2 days for a premium account).

2- Transfer of resources (Wood, fiber, iron, etc ...) between server (Ex transfer Epleland to Avallon) impossible with the tradingpost

3- Change the trading post in 3 Available tabs. Which I will explain after.

4-Concerning only PvP servers: Put a PvP server bonus on the sale of objects in the tradingpost to the computer (+ 20%) and less resources (iron, wood, fiber, etc.) available on these PvP servers . Keeping the cost of maintaining T1 T2 T3 claims of guilds as is the case today.

5-Concerning only the servers RP: Put a penalty server RP on the sale of objects in the tradingpost to the computer (-20%) and many resources (iron, wood, fiber, etc ...) available on these servers RP.
Increase the cost of maintaining T1 T2 T3 guild claims by 30%.


The interest of the first point:
The transfer is too easy to place Avallon people on any RP server and block RP players in their guild. This would make it twice for Avallon's players to transfer their characters to an RP server just to make them leave Life is feudal and take the territory all using euros.

The interest of the second point:
It is linked with the first point, if the transfer costs Euros and the inter-server resource transfer (Ex: Avallon-Epleland) is impossible. Players will have no interest in paying euros for nothing to reap in the game.

The interest of the third point:
It is related to the previous two. As the resource transfers are blocked, and the resources are limited on the PvP servers, it will be necessary to obtain the resources of the RP servers. How?! By the trade of course :). The tradingpost should have 3 tabs:

-The first tab: Sale to the computer. Already present today.
-The second tab: The internal resource transfer tradingpost, either (Eplaland to Epleland or Avallon to Avallon or Iriy to Iryi) this avoids having to walk the resources from server 08 to server 33 on horseback.
-The third tab: The auction like Ebay, people put orders for purchase and sales visible from all the servers in the game (Avallon-Eplaland-Iryi-Skjutland), only separate by continent (Europe, USA, Asia).

The interest of the fourth and fifth point:
As PvP servers we have few resources (weak points) but a lot of money (strong point) and the RP server is a lot of resources (strong point) but not a lot of money (weak point). Each server has strong point what the other server has in weak point.

The only sustainable way for PvP servers to have resources is to trade via the tradingpost N ° 3 tab with RP servers.
And the only sustainable way for RP servers to have money to maintain their claims is to trade via the N ° 3 tradingpost tab with PvP servers.

What do you think????
Comments (8)
  • Accepted Answer

    Friday, January 04 2019, 06:41 PM - #Permalink
    0
    Indeed, it's a similar idea. Sorry, i didn't see your post put in this forum at May 2018.
    The reply is currently minimized Show
  • Accepted Answer

    Monday, December 17 2018, 10:21 PM - #Permalink
    0
    Hi there, these ideas seem very similar to this post.

    https://lifeisfeudal.com/forum/feedback-economy-scarcity-trader-posts-transport-hotspo-t43847/

    Let me know what you think. We might be seing something along the lines of this soon hopefully. In the next patch fingers crossed.
    The reply is currently minimized Show
  • Accepted Answer

    Friday, December 14 2018, 08:21 PM - #Permalink
    0
    My idea it's simple, when a player want to create her guild, he must choice the placement with careful. But no just the placement for defend her guild, but too for resource that give in this place. And that the outpost give too.
    The reply is currently minimized Show
  • Accepted Answer

    Friday, December 14 2018, 02:26 PM - #Permalink
    0
    The reply is currently minimized Show
  • Accepted Answer

    Friday, December 14 2018, 02:25 PM - #Permalink
    0
    I can't edit, snif :(

    Type 1: The mountain. Black color
    Type 2: The forest. Red color
    Type 3: The steppes. Orange color
    Type 4: The desert. Blue color
    Type 5: The river, the sea. Purple color

    https://fdoc.fr/xj8a

    References:

    1. https://fdoc.fr/xJ8A
    The reply is currently minimized Show
  • Accepted Answer

    Friday, December 14 2018, 02:16 PM - #Permalink
    0
    I have a new idea for the game.

    This idea, it's an idea on association with:
    T1 = no outpost
    T2 = only 1 outpost
    T3 = only 2 outposts
    T4 = only 3 outposts
    T5 = only 4 outpost

    We can do it on the milti-server or with an one server, for all players.

    On the map, they are a different region, it would be nice to have a different type of territory with a different characteristic to got resources.
    Personally, I see the outpost as resource wells. As in the series "Anno ...". You can place the wells or quarry only on the corresponding areas.

    http://image.noelshack.com/minis/2018/50/5/1544796683-anno-1404-argile-modifie.png

    http://image.noelshack.com/minis/2018/50/5/1544796649-anno-1404-modifie.png


    Woods resources.
    Agrictulture resources.
    Ore resources.

    http://image.noelshack.com/minis/2018/50/5/1544796631-map-with-type-1to5-modif.png

    Type 1: The mountain.
    Type 2: The forest.
    Type 3: The steppes.
    Type 4: The desert.
    Type 5: The river, the sea.

    I explain…


    Type 1: The mountain.

    This is the resources that I got in this type of territory.

    Woods resources:
    Oak tree (chêne) : Efficient 0%
    Elm tree (orme) : Efficient 0%
    Maple tree (érable) : Efficient 0%
    Birch tree (bouleau) : Efficient 0%
    Pine tree (pins) : Efficient 0%
    Aspen tree (peuplier) : Efficient 0%
    Spruce tree (épicéa) : Efficient 0%
    Mulberry tree (murier) : Efficient 0%
    Juniper tree (génévirer) : Efficient 0%
    -------------------------------
    Apple tree (pommier) : Efficient 0%
    Hazel (noisette) : Efficient 0%

    Efficient 0% = If I plant a tree in this type of territory on the forest soil, trees die every time.

    Agrictulture resources.
    Wheat (blé) : Efficient 0%
    Peas (Pois) : Efficient 0%
    Onions (oignons) : Efficient 0%
    Carrots (carrote) : Efficient 0%
    Flax (lins) : Efficient 0%
    Cabbage (choux) : Efficient 0%
    Grappes (raisins) : Efficient 0%
    Potatoes (pomme de terre) : Efficient 0%

    Efficient 0% = If I sow on this type of territory on the fertile soil, plantations die every time.

    Metallic matérials.
    Copper ore (cuivre) : Moderate (50%)
    Iron ore (fer) : Abundante (100%)
    Gold ore (or) : Nothing (0%)
    Silver or (argent) : Nothing (0%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.

    Terrains materials.
    Clay (argile) : Nothing (0%)
    Sand (sable) : Nothing (0%)
    Granite (granite) : Abundante (100%)
    Marble (marbre) : Abundante (100%)
    Rock (pierre) : Abundante (100%)
    Slate (ardoise) : Nothing (0%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.

    Outpost:
    Outpost mill (windmill): Agricultural crops Efficient 0%

    Outpost mine shaft: Copper ore (cuivre) : Efficient 75%
    Iron ore (fer) : Efficient 100%
    Coal (charbon) : Efficient 100%

    Outpost herbalist : All plants : Efficient 0%

    Outpost quarry : Sand (sable) : Efficient 0%
    Clay (argile) : Efficient 0%

    Oupost sawnmill : Soft wood (bois tendre) : Efficient 0%
    Hard wood (bois dur) : Efficient 0%

    Outpost slaughterhouse : Thick leather : Efficient 0%
    Fine leather : Efficient 0%
    Foods (nourriture) : Efficient 0%

    Outpost hut of the bowler : Plant fiber : Efficient 25%
    Edible berries : Efficient 25%
    Mushrooms : Efficient 25%

    Outpost slaves camps : Delete this outpost

    Outpost of geognose : Delete this outpost

    100% = outpost make maximum use of these capabilities.
    75% = outpost use ¾ of these capabilities.
    50% = outpost used to half of these capabilities.
    25% = outpost outpost used at quarter of these capabilities.
    0% = no resource.


    Type 2: The forest.

    This is the resources that I got in this type of territory.

    Woods resources:
    Oak tree (chêne) : Efficient 100%
    Elm tree (orme) : Efficient 100%
    Maple tree (érable) : Efficient 100%
    Birch tree (bouleau) : Efficient 100%
    Pine tree (pins) : Efficient 100%
    Aspen tree (peuplier) : Efficient 100%
    Spruce tree (épicéa) : Efficient 100%
    Mulberry tree (murier) : Efficient 100%
    Juniper tree (génévirer) : Efficient 100%
    -------------------------------
    Apple tree (pommier) : Efficient 75%
    Hazel (noisette) : Efficient 75%

    Efficient 100% = Durability got after i finished to cut trees to maximum.
    For example: Oak quality 100 = 1200 durability. If I plant tree in this type of territory, I got 1200/1200 maximum per tree..
    Efficient 75% = An apple tree, I get 15 apples maximum. So in this type of territory, I get 11/15 apples.
    Agrictulture resources.
    Wheat (blé) : Efficient 50%
    Peas (Pois) : Efficient 50%
    Onions (oignons) : Efficient 50%
    Carrots (carrote) : Efficient 50%
    Flax (lins) : Efficient 50%
    Cabbage (choux) : Efficient 50%
    Grappes (raisins) : Efficient 50%
    Potatoes (pomme de terre) : Efficient 50%

    Efficient 50% = There are 3 stages for get resources by boxe (1-3 or 4-7 or 8-12). Efficient 50% = stage 2.
    For example, I get 4-6 wheat maximum by boxe, not more.

    Metallic matérials.
    Copper ore (cuivre) : Abundante (100%)
    Iron ore (fer) : Moderate (50%)
    Gold ore (or) : Nothing (0%)
    Silver or (argent) : Nothing (0%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.

    Terrains materials.
    Clay (argile) : Nothing (0%)
    Sand (sable) : Nothing (0%)
    Granite (granite) : Nothing (0%)
    Marble (marbre) : Nothing (0%)
    Rock (pierre) : Moderate (50%)
    Slate (ardoise) : Nothing (0%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.

    Outpost:
    Outpost mill (windmill): Agricultural crops : Efficient 75%

    Outpost mine shaft: Copper ore (cuivre) : Efficient 100%
    Iron ore (fer) : Efficient 75%
    Coal (charbon) : Efficient 25%

    Outpost herbalist : All plants : Efficient 75%

    Outpost quarry : Sand (sable) : Efficient 0%
    Clay (argile) : Efficient 0%

    Oupost sawnmill : Soft wood (bois tendre) : Efficient 100%
    Hard wood (bois dur) : Efficient 100%

    Outpost slaughterhouse : Thick leather : Efficient 50%
    Fine leather : Efficient 50%
    Foods (nourriture) : Efficient 75%

    Outpost hut of the bowler : Plant fiber : Efficient 100%
    Edible berries : Efficient 100%
    Mushrooms : Efficient 100%

    Outpost slaves camps : Delete this outpost

    Outpost of geognose : Delete this outpost

    100% = outpost make maximum use of these capabilities.
    75% = outpost use ¾ of these capabilities.
    50% = outpost used to half of these capabilities.
    25% = outpost outpost used at quarter of these capabilities.
    0% = no resource.


    Type 3: The steppes.


    This is the resources that I got in this type of territory.

    Woods resources:
    Oak tree (chêne) : Efficient 75%
    Elm tree (orme) : Efficient 75%
    Maple tree (érable) : Efficient 75%
    Birch tree (bouleau) : Efficient 75%
    Pine tree (pins) : Efficient 75%
    Aspen tree (peuplier) : Efficient 75%
    Spruce tree (épicéa) : Efficient 75%
    Mulberry tree (murier) : Efficient 75%
    Juniper tree (génévirer) : Efficient 75%
    -------------------------------
    Apple tree (pommier) : Efficient 100%
    Hazel (noisette) : Efficient 100%

    Efficient 75% = Durability got after i finished to cut trees to ¾.
    For example: Oak quality 100 = 1200 durability. If I plant tree in this type of territory, I got 900/1200 maximum per tree.
    Efficient 100% = An apple tree, I get 15 apples maximum. So in this type of territory, I get 15/15 apples.

    Agrictulture resources.
    Wheat (blé) : Efficient 100%
    Peas (Pois) : Efficient 100%
    Onions (oignons) : Efficient 100%
    Carrots (carrote) : Efficient 100%
    Flax (lins) : Efficient 100%
    Cabbage (choux) : Efficient 100%
    Grappes (raisins) : Efficient 100%
    Potatoes (pomme de terre) : Efficient 100%

    Efficient 100% = There are 3 stages for get resources by boxe (1-3 or 4-7 or 8-12). Efficient 100% = stage 3.
    For example, I get 8-12 wheat maximum by boxe, not more.

    Metallic matérials.
    Copper ore (cuivre) : Nothing (0%)
    Iron ore (fer) : Nothing (0%)
    Gold ore (or) : Moderate (50%)
    Silver or (argent) : Moderate (50%)



    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.

    Terrains materials.
    Clay (argile) : Nothing (0%)
    Sand (sable) : Nothing (0%)
    Granite (granite) : Nothing (0%)
    Marble (marbre) : Nothing (0%)
    Rock (pierre) : Moderate (50%)
    Slate (ardoise) : Abundante (100%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.

    Outpost:
    Outpost mill (windmill): Agricultural crops : Efficient 100%

    Outpost mine shaft: Copper ore (cuivre) : Efficient 0%
    Iron ore (fer) : Efficient 25%
    Coal (charbon) : Efficient 0%

    Outpost herbalist : All plants : Efficient 100%

    Outpost quarry : Sand (sable) : Efficient 0%
    Clay (argile) : Efficient 0%

    Oupost sawnmill : Soft wood (bois tendre) : Efficient 100%
    Hard wood (bois dur) : Efficient 100%

    Outpost slaughterhouse : Thick leather : Efficient 100%
    Fine leather : Efficient 100%
    Foods (nourriture) : Efficient 100%

    Outpost hut of the bowler : Plant fiber : Efficient 75%
    Edible berries : Efficient 75%
    Mushrooms : Efficient 75%

    Outpost slaves camps : Delete this outpost

    Outpost of geognose : Delete this outpost



    100% = outpost make maximum use of these capabilities.
    75% = outpost use ¾ of these capabilities.
    50% = outpost used to half of these capabilities.
    25% = outpost outpost used at quarter of these capabilities.
    0% = no resource.







    Type 4: The desert.



    This is the resources that I got in this type of territory.

    Woods resources:
    Oak tree (chêne) : Efficient 0%
    Elm tree (orme) : Efficient 0%
    Maple tree (érable) : Efficient 0%
    Birch tree (bouleau) : Efficient 0%
    Pine tree (pins) : Efficient 0%
    Aspen tree (peuplier) : Efficient 0%
    Spruce tree (épicéa) : Efficient 0%
    Mulberry tree (murier) : Efficient 0%
    Juniper tree (génévirer) : Efficient 0%
    -------------------------------
    Apple tree (pommier) : Nothing (0%)
    Hazel (noisette) : Nothing (0%)

    If I plant a tree in this type of territory on the forest soil, trees die every time.

    Agrictulture resources.
    Wheat (blé) : Efficient 0%
    Peas (Pois) : Efficient 0%
    Onions (oignons) : Efficient 0%
    Carrots (carrote) : Efficient 0%
    Flax (lins) : Efficient 0%
    Cabbage (choux) : Efficient 0%
    Grappes (raisins) : Efficient 0%
    Potatoes (pomme de terre) : Efficient 0%

    If I sow on this type of territory on the fertile soil, plantations die every time.

    Metallic matérials.
    Copper ore (cuivre) : Nothing (0%)
    Iron ore (fer) : Nothing (0%)
    Gold ore (or) : Abundante (100%)
    Silver or (argent) : Abundante (100%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.

    Terrains materials.
    Clay (argile) : Nothing (0%)
    Sand (sable) : Nothing (0%)
    Granite (granite) : Nothing (0%)
    Marble (marbre) : Nothing (0%)
    Rock (pierre) : Nothing (0%)
    Slate (ardoise) : Nothing (0%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.


    Outpost:
    Outpost mill (windmill): Agricultural crops : Efficient 25%

    Outpost mine shaft: Copper ore (cuivre) : Efficient 0%
    Iron ore (fer) : Efficient 25%
    Coal (charbon) : Efficient 100%

    Outpost herbalist : All plants : Efficient 25%

    Outpost quarry : Sand (sable) : Efficient 100%
    Clay (argile) : Efficient 25%

    Oupost sawnmill : Soft wood (bois tendre) : Efficient 25%
    Hard wood (bois dur) : Efficient 25%

    Outpost slaughterhouse : Thick leather : Efficient 0%
    Fine leather : Efficient 0%
    Foods (nourriture) : Efficient 0%

    Outpost hut of the bowler : Plant fiber : Efficient 25%
    Edible berries : Efficient 0%
    Mushrooms : Efficient 0%

    Outpost slaves camps : Delete this outpost

    Outpost of geognose : Delete this outpost

    100% = outpost make maximum use of these capabilities.
    75% = outpost use ¾ of these capabilities.
    50% = outpost used to half of these capabilities.
    25% = outpost outpost used at quarter of these capabilities.
    0% = no resource.


    Type 5: The river, the sea.



    This is the resources that I got in this type of territory.

    Woods resources:
    Oak tree (chêne) : Efficient 100%
    Elm tree (orme) : Efficient 100%
    Maple tree (érable) : Efficient 100%
    Birch tree (bouleau) : Efficient 100%
    Pine tree (pins) : Efficient 100%
    Aspen tree (peuplier) : Efficient 100%
    Spruce tree (épicéa) : Efficient 100%
    Mulberry tree (murier) : Efficient 100%
    Juniper tree (génévirer) : Efficient 100%
    -------------------------------
    Apple tree (pommier) : Efficient 100%
    Hazel (noisette) : Efficient 100%

    Efficient 100% = Durability got after i finished to cut trees to maximum.
    For example: Oak quality 100 = 1200 durability. If I plant tree in this type of territory, I got 1200/1200 maximum per tree.
    Efficient 100% = An apple tree, I get 15 apples maximum. So in this type of territory, I get 15/15 apples.

    Agrictulture resources.
    Wheat (blé) : Efficient 100%
    Peas (Pois) : Efficient 100%
    Onions (oignons) : Efficient 100%
    Carrots (carrote) : Efficient 100%
    Flax (lins) : Efficient 100%
    Cabbage (choux) : Efficient 100%
    Grappes (raisins) : Efficient 100%
    Potatoes (pomme de terre) : Efficient 100%

    Efficient 100% = There are 3 stages for get resources by boxe (1-3 or 4-7 or 8-12). Efficient 100% = stage 3.
    For example, I get 8-12 wheat maximum by boxe, not more.


    Metallic matérials.
    Copper ore (cuivre) : Nothing (0%)
    Iron ore (fer) : Nothing (0%)
    Gold ore (or) : Nothing (0%)
    Silver or (argent) : Nothing (0%)
    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.


    Terrains materials.
    Clay (argile) : Abundante (100%)
    Sand (sable) : Abundante (100%)
    Granite (granite) : Nothing (0%)
    Marble (marbre) : Nothing (0%)
    Rock (pierre) : Nothing (0%)
    Slate (ardoise) : Nothing (0%)

    100% = easy to find this resource.
    50% = difficulty moderate to find this resource.
    0% = no resource.


    Outpost:
    Outpost mill (windmill): Agricultural crops : Efficient 100%

    Outpost mine shaft: Copper ore (cuivre) : Efficient 0%
    Iron ore (fer) : Efficient 0%
    Coal (charbon) : Efficient 0%

    Outpost herbalist : All plants : Efficient 100%

    Outpost quarry : Sand (sable) : Efficient 100%
    Clay (argile) : Efficient 100%

    Oupost sawnmill : Soft wood (bois tendre) : Efficient 75%
    Hard wood (bois dur) : Efficient 75%

    Outpost slaughterhouse : Thick leather : Efficient 25%
    Fine leather : Efficient 25%
    Foods (nourriture) : Efficient 50%

    Outpost hut of the bowler : Plant fiber : Efficient 100%
    Edible berries : Efficient 25%
    Mushrooms : Efficient 50%

    Outpost slaves camps : Delete this outpost

    Outpost of geognose : Delete this outpost


    100% = outpost make maximum use of these capabilities.
    75% = outpost use ¾ of these capabilities.
    50% = outpost used to half of these capabilities.
    25% = outpost outpost used at quarter of these capabilities.
    0% = no resource.
    The reply is currently minimized Show
  • Accepted Answer

    Friday, December 14 2018, 08:02 AM - #Permalink
    0
    I have a news idea, i expose it in a few hours or days.
    The reply is currently minimized Show
  • Accepted Answer

    Wednesday, December 12 2018, 06:36 PM - #Permalink
    1
    I also have another suggestion, we can build outposts. But a T2 guild is enough to have all the outpost.
    It should rather limit their constructions.
    Kind:
    T1 = no outpost
    T2 = only 1 outpost
    T3 = only 2 outposts
    T4 = only 3 outposts
    T5 = only 4 outpost
    Currently, you can have all the outpost with only the guild in T2 mode. It's too much. With all these outpost, all guilds can be self-sufficient. With this limit. There would be less outpost and maybe more exchanges.
    The reply is currently minimized Show
Your Comment