Feedback #1

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Kdchan
Beta Tester
 
Posts: 46
Joined: 29 Oct 2013, 13:52

Feedback #1

Post by Kdchan » 14 Jan 2016, 16:23

Hi all, so i bought the game 3 days ago and i have played a bit with my friends in a private server, to try the game features before the mmorpg beta andfuture release.

The game is pretty solid and well made, i see the passion of the developers in this project and not a random game in EA to milk money and sell an incomplete game forever in development.

The only big issues i encountered are network related, i think the issue is caused by the large amount of data, expecially combat side, from client to server. I mean, the hitbox are a bit too much, torso, legs, head, gloves, back, and the fact that everything is droppable.

My personal suggestions:
- add the option to to destroy (or recycle if isn't possible yet) items that we don't use anymore with low or zero durability

- reduce the hitbox to 3 to reduce server load: head, torso front and torso back

- combat is a bit choppy, i mean the directional combat is not a bad idea but is not so responsive aswell, is possible to add the option to change the swings from horizontal to vertical using a key button (for example T)?

- freezing and lag, i guess the game need a bit optimization server/client side, because cometimes the world freeze even if i'm the only player into it

- the engine is pretty heavy caused by the large density of trees, reduce it and let players plant them with seeds when they need

Rest for what i tested till now is ok, with some tweaks i'm pretty sure this game will be amazing as a full mmorpg.

I admit, i'm a bit skepctical about it, since the server barely keep up 64 players, but in the last interview you devs claim that you have the technology (clustering ?), so i want to trust you, and as you see, i bought your game to support the development of LiF.

to conclude, bast sandbox mmoRPG with phisycs i tried after Darkfall, so keep the hard work guys and do your best to deliver the definitive experience.
Played:
Darkfall: Unholy Wars
Ultima Online
EvE
LiF: YO

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Airco
 
Posts: 698
Joined: 02 Apr 2015, 12:41

Re: Feedback #1

Post by Airco » 14 Jan 2016, 17:31

- your able to remelt items in bloomery at 2000°C

- thats just lame, kills the realisme

- its posable to change the direction of the swings whit your mouse rather than key, this requires more player skill rather than a noob hitting a key.

- they are always doing that

- this wouldent solve the "issue" its a heavy load becouse it calculates the growth stage of every tree wich is needed for the game. its not to bad, if u got a decent server your fine even
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Azzerhoden
Alpha Tester
 
Posts: 1621
Joined: 08 May 2014, 17:44

Re: Feedback #1

Post by Azzerhoden » 14 Jan 2016, 19:45

Kdchan wrote:Hi all, so i bought the game 3 days ago and i have played a bit with my friends in a private server, to try the game features before the mmorpg beta andfuture release.

The game is pretty solid and well made, i see the passion of the developers in this project and not a random game in EA to milk money and sell an incomplete game forever in development.

The only big issues i encountered are network related, i think the issue is caused by the large amount of data, expecially combat side, from client to server. I mean, the hitbox are a bit too much, torso, legs, head, gloves, back, and the fact that everything is droppable.

My personal suggestions:
1- add the option to to destroy (or recycle if isn't possible yet) items that we don't use anymore with low or zero durability

2- reduce the hitbox to 3 to reduce server load: head, torso front and torso back

3- combat is a bit choppy, i mean the directional combat is not a bad idea but is not so responsive aswell, is possible to add the option to change the swings from horizontal to vertical using a key button (for example T)?

4- freezing and lag, i guess the game need a bit optimization server/client side, because cometimes the world freeze even if i'm the only player into it

5- the engine is pretty heavy caused by the large density of trees, reduce it and let players plant them with seeds when they need

Rest for what i tested till now is ok, with some tweaks i'm pretty sure this game will be amazing as a full mmorpg.

I admit, i'm a bit skepctical about it, since the server barely keep up 64 players, but in the last interview you devs claim that you have the technology (clustering ?), so i want to trust you, and as you see, i bought your game to support the development of LiF.

to conclude, bast sandbox mmoRPG with phisycs i tried after Darkfall, so keep the hard work guys and do your best to deliver the definitive experience.


Welcome to the game (and forums). Added some numbers to your point so I can reference them.

1) - I completely agree on being able to destroy non-recyclable items. I hate looking at dropped bags all over the place on and off the guild claimed areas. Some type of garbage pit is needed.

2) - Have to disagree with this. Most folks want combat to be more complex, not less.

3) - We have one of the top Mortal Online combat vets in our guild, who used to use that type of move all the time in MO. He also expressed disappointment on not being able to use the same moves, but plans on adjusting. From my standpoint, this should be possible with some weapons (sword, axe), but not others, with speed modifications as well. Then again, I have a very slow connection so this would make combat even more of a challenge.

4) - it does make it hard, but server specs do have a direct impact here.

5) - Under the mod development section, there is a script you can add to your patch.sql file to remove stumps and trees of a certain quality (or less). I have mine set to 35, and around 60% of the trees disappeared off a fresh server. Not having this added to your server will cause tremendous lag over time as the server auto-populates with new, low quality trees.
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Kdchan
Beta Tester
 
Posts: 46
Joined: 29 Oct 2013, 13:52

Re: Feedback #1

Post by Kdchan » 14 Jan 2016, 21:50

Well, the hitbox sas just a suggestion to reduce lag and server load, more hitbox = more lag, MO is an example of desynch never fixed over the years (dunno lately since i stop played at the beginning of 2015).

Thanks for the info about the mod to remove trees, hopefully our admin will consider it because the density on the default one was out of hand.

Anyway, when the mmorpg beta will launch we will see how the game will run on the official servers.
Played:
Darkfall: Unholy Wars
Ultima Online
EvE
LiF: YO

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