MMO Interactive FAQ

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Kossako
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Re: Interactive FAQ

Post by Kossako » 18 Feb 2014, 15:19

358.
Since there will be no PvE and gear will have it's durability lowered only in PvP what will you do to prevent over surplus of gear in game?

Full loot :D
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Ishamael
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Re: Interactive FAQ

Post by Ishamael » 19 Feb 2014, 23:43

359. Concerning the question # 342:

342:Can I dig an underwater cave and make some air pockets?
Nope. As soon as you start floating - you won't be able to dig anything.


I'm sure we will easily be able to test this in the alpha, but what if we dug a cave system on the shore that's separated by 1 cell from the actual water. When we're done with the cave we then dig the cell away separating the cave from the water... will the cave fill with water?

It has been answered quite a lot of times. We have no hydradynamics. All water is on the SAME level EVERYWHERE. So when you dig some tunnel to the 0 altitude - you will see a water in it, no matter how far or how close to the shore you are.
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Protunia
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Re: Interactive FAQ

Post by Protunia » 20 Feb 2014, 06:09

360) Is regarding the Witness/Trespassing System and getting clarification of use.

Exactly how does this Witness System or Trespassing Ability work?
Can anyone just simply shout "A trespasser!" and flag someone as Criminal and Attack them without an Alignment penalty anywhere in the game?

I read this today and started searching

permanent-death-as-game-difficulty-t760/page20/#p7774
Besides, we Do have a whitness system. You can mark criminal and attack any person who is trespassing, even not on your claim, otherwise he will stay blue if noone shouts "A trespasser!"

I also found this on the wiki talking about an ability if someone is on a claim.
Trespassing - 1 Trespassing on someone's personal claim and being marked by the Trespasser ability

Found just a tad more here...

important-poll-t632/page70/?hilit=trespassing#p6070
soon released an article which explains the "trespassing."

the article is written in Italian, so I write here in English what bpbol has wrote in PM:

1) Trespasser! - you can target someone on a land, where he has no passing rights (your personal lands, your friends personal lands and so on). Thus a marked person will be a trespasser and become a criminal = can be attacked.
2) Trespassers! - Everyone in a 20m radius will be marked as a trespasser (ofc if they has no passing rights here).

if your friends are using this skill, you can kill without worrying about alignment, as you'll see all the gray people.


Well, last article explains it all. You can have a passage rights on your personal claim and your guild's claim can also have those passage rights. Those who violate those passage rights by trespassing are ok, until you mark them individually as a trespasser or until you shout "trespassers" and mark EVERYONE who IS violating around you in AoE. So, everyone can trespass and that will incur no penalties of any kind UNTIL they are noticed by claim owners and are marked.

Ah... ok got it thank you

_______________________________________________________________________

Added » 23 Feb 2014, 08:16


361-368: About Trader Buildings created by Players.

hmmmm.....Ok so you will be injecting gold to the players through Trader buildings....Sounds Familiar....

The Central Main City is no longer really needed after they build one of these Trader Buildings...I don't know if this is a good thing I guess it depends on how you implement these Traders.

IF these Traders must be placed in non owned land that might be interesting.

Main source of in game money will be server driven NPCs (trading posts rather) that will buy out goods from players. Since we plan to make a trading post to be available to players as a building, we might automatically insert server presence into every trading post. So you will be able to sell your goods to server locally (with some daily limitation ofc). That should make a local region inflow of currency without necessity to fetch all your goods to the central city.


361) Are these Trader buildings Limited in how many you can build?

Nope, no limits. But they will be expensive to build and having more then one will not give any advantage.


362) Are they limited in the amount of coin each one of these gives?

We will make that limit by the area. E.g. there will be 100 gold coins limit per day for a 1*1km land. And no matter if there is 10 or only 1 trading posts.

363) If so is this coin on a first come first serve basis?

Yup.

364) Are these Trader Buildings Open to all players like the Main Central City??

These buildings can be built anywhere. And if they will be built on a guild or personal claim - claim owner might be able to set up the rights. Maybe one guild will have a trading post with access rights to only their members for interguild trading and will build another post outside of the city walls that will be available to everyone.

365) Will the coin being given out by Trader Buildings effect whether or not the Main Central City has coin as well?

Nope, only by area. But we will see how it work out and I might adjust gold emission rates.

366) Can these Trader Buildings be locked up for personal use?

Answered above. Claim owner can set up whatever rights he wishes.

367) Can Players Destroy these Trader buildings?
Yes. But if it is on the claim - you will need to remove a claim or be in official state of war. And if that post in a town claim area, then you must even declare a siege for that.

368) If the Trader Building sells items are they going to cost more than the Central City?

Not decided yet if trading posts will be selling those goods they have just bought from players or just "destroy" them. Anyway, main idea of trading posts is a provision of suitable player to player trading. The fact that server takes his part in it is only just to provide an emission of gold into game to minimize the barter.

369) Will they give less coins for items sold to them than the Main City?

Nope, prices will be equal if you're talking about prices. If you're talking about amount of emission through those trading posts - Main City will have more gold available.

370) How often will the coin be distributed?

Once a real life day.

Ok thanks again!! ;)

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Kossako
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Re: Interactive FAQ

Post by Kossako » 23 Feb 2014, 23:41

371. According to 370 reply then if I haven't be logged in at certain time in day then I have no chance of getting coins? (Some people have job :P) Maybe progressive coins generation would be better solution. The best one would be random generated with peaks at population peaks. Is this set in stone?

Nope it is not set in stone and even not implemented yet. I see your point, I think we will make it with some kind of generation during whole day.
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Protunia
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Re: Interactive FAQ

Post by Protunia » 24 Feb 2014, 08:16

372-373: Yielding status and awakening.

I understand there is a Yield option available to players if they are going to die and want to yield to another player instead of losing skill.

When yielding they can be knocked out and looted by the other player and the looting player will only take a -3 alignment loss. If the player kills a yielding knocked out player he receives a higher alignment loss than normal of -15 instead of -10

Here's where my Questions come.

372) Once a player yields to another player does the yielding status continue after they wake up until they cancel it?

Yielding will cease its status as soon as surrendering person is knocked out, killed or has canceled that status. And these changes are no instant, so you can't yield in a last millisecond before death to give more penalty to your murderer nor you can instantly cancel that state.

373) Once a player has yielded will hitting them after the player wakes up count again as an assault alignment penalty of -2?

It depends on if you're still a criminal because of an assault. We deduct alignment only twice for the same criminal act and do not deduct it for a some time until a certain timer runs off. So if you're fighting someone you're trying to kill - you won't lose alignment with every hit.

Thank you very much! :good:


Sting5
 
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Re: Interactive FAQ

Post by Sting5 » 25 Feb 2014, 06:00

374. Will we be able to change the place of our personal claims? For example I run out of resources or find my place not fit for me, can I remove the claim on that land and go claim other spot on the map? I couldn't find any info considering this.

Yes, you can do that at any time. It will take 1 real life day to completely destroy your personal claim (no matter if that destruction was ordered by you or by lord of the guild claim your personal claim at). After that real life day you will be able to make your personal claim again anywhere you want.

Thanks!
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Ishamael
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Re: Interactive FAQ

Post by Ishamael » 26 Feb 2014, 01:26

375. Can I pile dirt against a city wall built on sand and make a ramp over the wall since I can't dig under the wall?

You can try, but I doubt that will help you. Every substance in our game have a "flowability" property. So a hill made with dirt will not be that steep and its top will be quite far from the wall top. Maybe you will be able to jump over with a horse :Search: - never ever tried that :pardon: :)
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Siegbert
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Re: Interactive FAQ

Post by Siegbert » 28 Feb 2014, 17:43

376. I was wondering if you plan to include a free-look-button. Mount&Blade has it so as long as you press it the camera can rotate freely around your character while you're standing still.
But I would prefer it like in ArmA: you can look freely, but only in a limited angle plus your head will turn around accordingly. So everybody would see where you're looking at.

Is something like that planned?

It is already implemented. Head will not turn though.

377. As for the instanced scheduled battles:
Are you required to go to the battlefield before the instanced battle begins or will you be teleported no matter where you are on the world map?
I would prefer having to go there beforehand.

Well, for battles you will be teleported. But for the siege system we plan it to be classic, so there you will have to go by yourself, you can be ambushed before all of you had rallied and so on and so on...


Ilegibally
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Re: Interactive FAQ

Post by Ilegibally » 01 Mar 2014, 04:05

378. Is the alpha world going to be seperate from the release one or will we be able to lay claim to land in Alpha and use it throughout the whole of the game?

Of course Alpha will be separate and there will be wipes between major testing stages.


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 01 Mar 2014, 09:36

379. Will full loot be disabled in instanced battles? I fear that looting and fear of being looted will distract players from combat.
It will be disabled in a battleground random matchmaking. But in guild battles it will be turned on. And you fear it right :D There will be combat looting and a lot of edramas about someone dying from wounds or enemies just 2 meters away from his teammate who is busy with looting someone. That is another measure of quality of a guild - if their members are practicing combat loot or not ;)


EiresJason
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Re: Interactive FAQ

Post by EiresJason » 02 Mar 2014, 17:38

380.

What do you mean by "It will be disabled in a battleground random matchmaking." in the above question?

I'm confused as what you mean by "random matchmaking", it sounds like a sort of arena game feature :(

Is everything not happening in the open world like in DFUW? Like when there is a siege, if I wanted my clan to go and help the defenders, could I not just group up my members, and we all ride to the siege and just attack the attackers in the open world?

I think I remember reading that some things may be instanced or something but I hoped it was only being discussed.

If you could link me to a place where this is discussed more, please do :D

Thanks. (Also, sorry because I know this will have been answered before but i can't find the answer anywhere :()

Yes, there will be instanced battles for territory and just random arenas. But sieges are planned to be classic and random PvP too - in a one single persistent world ;)

EDIT: Ignore this. I read on the previous page it will be like 2-3months.
381.

Do you have any idea how long Alpha will last? Will it be a week, two weeks, a few months, all the way up until beta, etc.?


Romus
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Re: Interactive FAQ

Post by Romus » 03 Mar 2014, 09:19

382. Will it be possible to buy a house in the starter town and rent it to players?
Absolutely Yes :D We will give those houses for rent to those who are interested. Though offer is limited of course ;)


Magar
 
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Re: Interactive FAQ

Post by Magar » 06 Mar 2014, 10:16

About life in game:
383 There will be many NPC cities?
384 NPC mobs?

I hope game will be living its own life instead of our lives...
385 NPC will interact with each other? Some scripts?

(final boss) 386 Does NPC will be just standing do nothing objects?

There will be almost no NPCs and interaction with them will be minimal.

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Bobik
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Re: Interactive FAQ

Post by Bobik » 07 Mar 2014, 07:16

Please, avoid discussions in that topic to make it as tight and packed as possible. Thank you in advance.

P.S. Previous discussion posts deleted.

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Evo
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Re: Interactive FAQ

Post by Evo » 09 Mar 2014, 13:40

387. How trees and other objects that can be collected will reappear? After restarting the server like in Eve?

Trees will regrow slowly, but you can easily deforest all area around you. So it is in your interests to plant new ones. Some of resources ON trees (bark, apples, branches) will regenerate on server restart.

388. We can dig tunnels unlimited, but after several months of playing grounds will be full of holes?

We have heard it plenty of times, but we don't think that will happen. You can dig a hole in real life, but our world does not look to be totally digged up ;) Why? Because there is no reason for just digging a holes. In our game that will take some time, so people will dig something only if they need it (to get an ore, to dig a moat around walls and so on.

389. Is it possible to adopt a nomadic style of game?

Do not understand what that means. But you can roleplay as much as you like :)

Thanks! ;)
(Sorry for my bad English)
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Thokan
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Re: Interactive FAQ

Post by Thokan » 09 Mar 2014, 13:56

390. Will you be able to teleport home to your "bind" whilst carrying something (crate, chest, quern, etc)?
Nope. You can not perform any actions, while carrying an object on your back. Well, you can only drop it and that's all :)
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Hoshiqua
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Re: Interactive FAQ

Post by Hoshiqua » 09 Mar 2014, 17:09

391. Will a country or Kingdom be able to declare war on everyone ? I mean, just click a button -> war on everyone, even neutrals ! I know this has already been made, in a game called "Starmade", where you can freely consider neutrals enemies. That would allow "vikings" or "hordes" guilds to exist !

You can declare wars only on other Countries or Kigdoms (Guilds that have lands). And no, we plan no functionality for "Declare war on everyone" button. It simply won't be used at all or very rarely.

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Elindor
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Re: Interactive FAQ

Post by Elindor » 10 Mar 2014, 04:46

392. Working off the previous question - what is going to be there to STOP groups from declaring war on everyone? If a group can declare war on as many groups they like at the same time without restrictions, couldnt they basically just negate many of the other systems in the game (notably land claims and alignment, etc)? Easy answer to this is "They will have too many enemies then" but I saw this happen in DFO and that doesn't solve the issue.

I don't see an issue here. If they will declare war on everyone - their Monument will be sieged and destroyed by any other guild or all together, thus degrading Country back to Order. And Orders can not declare wars. And if they are that strong that no one dares to destroy their monument, well, they had deserved their right to bully everyone without consequences.


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 10 Mar 2014, 10:18

393. A question about immersion:
Seeing older screenshots of your custom built village again I think I can really immerse myself in "living" in this village of mine. I thought about what makes me feel immersed in a game like this and then Skyrim came to mind as my most immersive experience in the last year. Thinking about what makes me feel immersed in it I think it's the animations and interactions with my environment.

Will there be plenty of different animations just for doing random every day stuff, like sit on a chair, or sit on the ground and different animations for jobs to do like cutting wood, constructing stuff etc. ?

I think it will help immensely to make the player feel at home in the game.

We already have different animations for different crafting actions. But not that much as we might wish to. Also, we have almost no Roleplay/Emote animations like: sit, wave, bow, laugh etc Hope we will make them one day, but right now it is not our priority.


MrZeppo
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Re: Interactive FAQ

Post by MrZeppo » 10 Mar 2014, 16:52

Evo wrote:389. Is it possible to adopt a nomadic style of game?

Do not understand what that means. But you can roleplay as much as you like :)


I was just about to ask this =P.

What he meant was can you live like a nomad, constantly moving around, living in a tent, having some cattle with you and maybe a pack horse, constantly traveling to new locations of the world.
Perfect for people that likes to explore.

I think it will be possible, but will be quite hard. We plan some trader carts as a way of transporting goods, so you will be able to fetch a lot of stuff with you. But without constant supply of food, metal and maybe wood in deserted areas - that's gonna be a hard life I think. Anyway, I hope you will answer that question to me one day ;)

_______________________________________________________________________

Added » 10 Mar 2014, 20:42


394.
Regarding the food problem in question 389.
Can you bring cattle to new locations?
Real life nomads often had cows and other cattle traveling with them.

Only transfer them the same way as other pocket ponies - in inventory. But you won't be able to move many at once.

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Re: Interactive FAQ

Post by Nosfirebird » 12 Mar 2014, 02:43

395. do you have a detection program that will detect aim bots and other programs that might aid a person in pvp and do you think aim bots and macros will be a problem within the game

I don't think that aimbot will be even possible. Aimbot for melee combat is like... hard to imagine. Well, I am aware about Darkfall "Stick to back" cheat, but I don't think it can work in our game. As about shooting itself - arrows and bolts will be travelling according to ballistic curve with a limited speed. So you will have to aim accordingly - I doubt any aimbot will be able to help you. It is not that easy as target someone head in a crosshair and shoot a bullet that flies instantly and without downforce.
As about macroes. It has been discussed already. We doubt that there will be real necessity for macroing, but we do not prohibit it. That will not give much of an advantage.


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Re: Interactive FAQ

Post by Telakh » 13 Mar 2014, 16:51

396. Lets imagine we have a prosperous guild and suddenly the guild leader goes absent for a few weeks.
Should there be a way to replace him in such case?

No. Unless he had left his account to someone.
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Evo
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Re: Interactive FAQ

Post by Evo » 13 Mar 2014, 23:29

397. In a state of siege when we defend our city and if we die we can respawn instantly?

Almost instantly, ye, but you will suffer from ressurection sickness that will make you a VERY poor combatant. And duration of that sickness will increase with every your death.

398. Are there any limit about negative amount of standing?

Aprox. -1000 alignment. You don't want to get there I bet. A single death will result in a loss of 636 total skill points. 2 such deaths will almost wipe all of your character skills.
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Toxikk
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Re: Interactive FAQ

Post by Toxikk » 13 Mar 2014, 23:33

399. Will there be flying unicorns ? :)

... that will poop with rainbows and will eat your candy-floss that you will grow in a gardens of your flying castle. Sure, it will be implemented soon :crazy: :D

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SirWinston
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Re: Interactive FAQ

Post by SirWinston » 15 Mar 2014, 18:27

400. Are we going to be able to customize and decorate the inside of player buildings ?

It is not implemented yet, but it is quite high on our priority list. We have paintings, animal trophies, light sources and furniture for that case.
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Archaegeo
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Re: Interactive FAQ

Post by Archaegeo » 15 Mar 2014, 21:13

401. Will we be able to lower rock surfaces other than to open a tunnel, i.e. lower the slope of a face of rock?

Nope. Solid substances (rock, marble, granite) can not be lowered. You can only pour other substance on top of them to raise ground level. Or tunnel them.


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 16 Mar 2014, 19:54

402. Will it be possibly to carry around a fellow player's body if he was beaten dead or half dead (including his loot) to a safer place where he could be healed?

It was not planned, but technically it is quite possible. But I think it will be way easier to bring him round locally, then drag him somewhere. Anyway, we will keep that idea in mind for some later times.


Archaegeo
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Re: Interactive FAQ

Post by Archaegeo » 17 Mar 2014, 12:20

403. Is the skill loss from death taken randomly from all skills at some rate (ie, if losing 6 pts its divided by 100 amount all skills) or does it come off your highest skills first? (The latter would be my choice as that would hurt a LOT more and make death more meaningful)

It is a pure random.


Sting5
 
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Re: Interactive FAQ

Post by Sting5 » 17 Mar 2014, 15:43

404. Question not found.

Kidding :) Wanted to ask how long the lootable items (swords, armor) will stay on the ground when dropped until they disappear? Also how do You think would disappearance of items made fom ores affect the game, I mean, resources are limited, and if items disappear, they can't be brought back, right?

Thanks!

:D
They will stay on the ground till the server restart. I don't think that limited resources would affect a game play much. Simply because there are PLENTY of those resources.
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Aheeia
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Re: Interactive FAQ

Post by Aheeia » 17 Mar 2014, 22:49

405. Player to player trade. How will it work?

If you mean exactly player to player trade - it will be pretty standard. Target other player , inititate a trade, drop your items on your side, observe his items on his side. If everything is ok, just approve the trade.
If you mean global trading between players - it will be kinda like in EvE. Players will be able to build trading posts, and everyone will be able to observe its goods from anywhere in the world. But in order to buy those goods players will beed to bring their money to that post and fetch goods back to their base by themselves.

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