MMO Interactive FAQ

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.

Archaegeo
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Re: Interactive FAQ

Post by Archaegeo » 21 Mar 2014, 13:20

406. How is resurrection sickness planned to work?

A debuff that significantly lowers your regeneration rates and overall combat efficiency. Duration of that debuff is increased with every consecutive death in a short time period.

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Added » 21 Mar 2014, 19:17

407. How does the "trespassing" alignment penalty work as far as timer? Is it applied instantly when someone targets you and says trespasser, or says trespassers with you in the radius? Or does that start a timer to let you have time to get off a deed you were only passing through?

I.E are we meant to zigzag around every claim we come across to avoid an instant -1?

there are 2 abilities that can mark you as a trespasser: single target and AoE. In both of them you will be instantly marked as a trespasser. No warnings (unless claim owner will do them by himself in chat).
You can avoid zigzaging if you see that claim is empty and noone will be able to flag you as a trespasser. Though, if you see that someone is on that claim - please, respect his claim rights and avoid trespassing.


And 406b. Are you able to amplify the current planned system as far as penalties it applies, duration it lasts?

We can discuss it and always change something. But I would avoid it before we gonna have it implemented and players will have just some time to use that system.

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Virdill
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Re: Interactive FAQ

Post by Virdill » 23 Mar 2014, 20:47

408: I was wondering if it is possible to build housing as basic, shacks and hut without having any expertise in construction. if you can not how do you survive in the early days of the game? It could be a self-sufficient lone player? (I ask this because currently we are 2 friends, and we do not intend to raise the branch of building construction)

Tiny shack can be constructed via "Construction material Preparation" skill. It is teir2 skill (right after terraforming), so it can be easily achieved.

P.S. What is "casuppole" :shock:


LOOOL google translator don't know this word
Casupola=hut
Last edited by Virdill on 24 Mar 2014, 08:27, edited 2 times in total.
Sorry for my bad English


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 23 Mar 2014, 21:13

409. Will there be blowing horns for battles you can equip as troop leader to give commands like gathering together, attack or retreat?
Nope, only voice commands.

410. Will there be church bells for towns which you can activate if an enemy approaches?
Nope.


Virdill
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Re: Interactive FAQ

Post by Virdill » 24 Mar 2014, 08:49

411. will be possible to carry people on a wagon?

Nope :D

:(
you may implement this feature in the future? :oops:
Last edited by Virdill on 24 Mar 2014, 13:50, edited 2 times in total.
Sorry for my bad English


Tantal
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Re: Interactive FAQ

Post by Tantal » 24 Mar 2014, 09:04

412. Is there a possibility to fight with 2 weapons? Like one axe and one sword? Or a sword and a "parrying dagger"? (Hope this is the right translation)

Ye, we've though about dual-wielding. Might we implement it sometime later, but that is not a priority for now.
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Archaegeo
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Re: Interactive FAQ

Post by Archaegeo » 24 Mar 2014, 14:41

413. Are you able to give us any details yet on how siege mechanics will work?

That is a long story really. But in few words we plan it to be as it was in Shadowbane and somewhat in Darkfall with a few tweaks. Tweaks like possibility to shift the window of opportunity for sieges start times, possibility of sapping under walls during stand off phase and so on.

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Added » 24 Mar 2014, 18:19

414. Regarding the starter island and its daily wipe. When you pay up and leave for the mainland, do you get to go with a) your skills from starter island and/or b) your inventory from starter island?

Inventory will not be transferred for sure. Maybe some tutorial quests reward crafting tools to speed your start, but not more. Skill will be capped at 150 or so on newbie island and you will transfer all of them on the main land.

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Added » 25 Mar 2014, 00:43

Question 414 begets 415.

415. Given that you can leave starter island with 150 pts total, do you plan to wipe starter island at a different time each day, for example every 23 or 25 hours?

(Justification would be people whose play time allows them to play 3 hours a night, but if their night had the wipe right in the middle of it, they wouldn't have the opportunities of someone who has 10 hours to muck about before the wipe.)

Wipe will be commenced during all servers maintenance period and we do not plan to shift it somehow. Current maintenance planned time is around 10-12 am GMT, that should be a start of a workday in EU and early-late night in US. Anyway, different timing opportunities will be less painful as soon as we will make a NA servers.

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AceTheFlame
 
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Re: Interactive FAQ

Post by AceTheFlame » 25 Mar 2014, 00:13

416. Any timeframe for when the Pre-alpha will be up and continue running? Instead of the on/off tests that have been happening?

I really hope for something more stable that Thursday. And maybe even more stable next week. So I'd say next week. But nothing is in stone with such complex system as ours 8-)


Archaegeo
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Re: Interactive FAQ

Post by Archaegeo » 25 Mar 2014, 10:59

417. You mentioned a NA server above which will make a lot of folks very excited. Do you know when you plan on trying to bring it up? I.e. Darkfall didn't have theirs out for quite a bit after launch and probably lost some players because of the long delay.

Can not provide any details or dates ATM, but at least we had started moving in that direction.

417a. Are you able to say if you shooting for NA Server to be up pre or post launch?

Bobik wrote:Can not provide any details or dates ATM ...


418. There is a section in the Wiki for a skill called Equipment Maintain. (http://lifeisfeudal.gamepedia.com/Equipment_maintain) Are you able to provide any details at this time on this skill, the plan for item decay/removal from the game from use (vice things left on the ground which you have covered previously)? Etc.

Maybe sometime later.

Related:
419. Will low skill crafted items have a purpose (replacing those removed from game)? Or do you see low skill crafted items as just being things used to get to the good stuff?

If you mean low quality items, then I think they will be even more useful then high Q ones. Low Q sword will still do good damage, low Q hammer still can be useful to craft armor or construct buildings. Quality of items is important, but that should not be the most important part and low quality items still effective.

420. Will there be stat requirements for using gear or doing any actions? Or are stats only going to determine what is listed on the Wiki currently? I.E. will there be a minimum strength requirement in addition to Plate Armor skill to wear plate armor (beyond what is needed to carry the weight of course, substitute other example, ie, minimum intelligence along with alchemy to make a certain potion)

Nope, there will be no stats requirements for different abilities or items.

421. What happens to a higher tier skill if a lower tier drops below the requirement? i.e. if I have 90 armorsmithing, which requires 60 in all sub skills, if my mining drops to 59, what happens to all skills above it? Do they become unusable but stay at their value? Or must you lower from highest tier first?
IT simply can not happen. Only higher tier skills will drop first, if their lower tier skills are at 60.

Thanks for all the replies, you Rock Bobik, ill do wiki updates as applicable.

422. Will there be delayed logout if in combat where your characters stays in game?

Your character will stay for 20 secs in game after you have pressed Exit button or disconnected or unplugged your network cable on purpose :)
Last edited by Archaegeo on 25 Mar 2014, 20:27, edited 1 time in total.


Paskiboy
 
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Re: Interactive FAQ

Post by Paskiboy » 29 Mar 2014, 16:03

423. Will there be instruments that you are able to play using your keyboard to actually make the different tones?

Nope.
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RoboSenshi
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Re: Interactive FAQ

Post by RoboSenshi » 10 Apr 2014, 02:08

424. About personal pvp. Will there be a duel function? In that If I get into a heated argument with someone and it comes to the point where we want to kill each other, will there be a system in place where we both accept the fact that it's a duel to the death? So that when one kills the other he won't suffer any alignment loss. The defeated can still lose skill points though just to keep the kill penalties constant.
There are no plans for that yet, but we might implement it sometime later.


Sting5
 
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Re: Interactive FAQ

Post by Sting5 » 10 Apr 2014, 16:52

425. Will there be cave ins (like in H&H) when mining unsupported tunnels?

Yes, there will be cave ins (tunnels decay). And to avoid it you should construct timber or support columns.

Thanks!
QUAERO TOTUS


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 19 Apr 2014, 08:48

426.
Combat related:
Will swing animation be interrupted when you hit a solid surface (tree, building, rock) or your opponent's block/parry?

I think it's vital for you as an indicator for weather your attack was successful or not.

Animation already should be interrupted if you hit a block/parry or your target. Animation will not interrupt if you hit a tree or wall, at least not at these early stages of development.


Xenus
 
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Re: Interactive FAQ

Post by Xenus » 22 Apr 2014, 09:59

427. You've mentioned an NA server, will it be workable to connect to there as European or to the European server as American to play with friends? (I would personally prefer a single server like EvE, but as long as I can play with my friends its all good)

428. What about moving a character from one server to the other, when you find that one of your friends made a character on the wrong continent's server?

If we gonna have regional servers we do not plan to limit character transfers or ability to play on different regional servers.


Virdill
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Re: Interactive FAQ

Post by Virdill » 26 Apr 2014, 14:32

429. I read that you're not going to implement thief skill, why this decision? It could be in the future plans?

It could be. But we have a lot of other more important functionality to do ATM.

430. There will be pets like dogs and cats? Or only farm animals?

Only farm animals.
Sorry for my bad English


Paskiboy
 
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Re: Interactive FAQ

Post by Paskiboy » 02 Jun 2014, 20:32

431. Keeping it simple:

Sea travel?

Yes, but later in development.
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SirWinston
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Re: Interactive FAQ

Post by SirWinston » 03 Jun 2014, 01:44

432. Maybe it's too early to tell, but have you decided how realistic bows and crossbows will be ? How far can you shoot with a bow ?

A bit holywarish question :) they gonna have a ballistic trajectory of course and max distance will be around 150 meters, but only for longbows, other bows and xbows will have a little shorter range.
Spoiler


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 03 Jun 2014, 19:25

433. If I remember correctly there are alternatives to killing someone: either punch him unconcious or make him surrender which leaves you the opportunity to loot him, right?

The advantage for the looter is obviously less work and no alignment loss.

What is the advantage for the one surrendering?

Losing all your gear is the worst thing that can happen, right? I feel you gotta give the surrendering player a little more incentive to do so or else every fight will be fought to the bitter end, I fear...

Kinda wrong. There are 4 possible outcomes of a fight to a victim:

1. Slashing or piercing lethal damage, HardHP<0, death. Victim is losing BOTH his loot AND skill points. Attacker receives -10 alignment (if it was not an official war or self-defence)
2. Blunt non-lethal damage, SoftHP<0, knockout. Victim is losing ONLY his loot, but preserve his skill points intact. Attacker receives -3 alignment (if it was not an official war or self-defence)
3. Victim is in yielding/surrendering state, but receives a slashing or piercing damage, HardHP<0, death. Victim is losing BOTH his loot AND skill points. Attacker receives -15 alignment (if it was not an official war or self-defence)
4. Victim is in yielding/surrendering state, but receives a blunt non-lethal damage, SoftHP<0, death. Victim is losing ONLY his loot, but preserve his skill points intact. Attacker receives -3 alignment (if it was not an official war or self-defence). Note, you only need to hit once with a blunt weapon to instantly knockout yielding player - no matter how many SoftHP he has.


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 04 Jun 2014, 12:14

Thanks for the explanation.

434.
concerning point 4:
Shouldn't there be a way to loot the victim without losing more alignment? You're already losing alignment points for the initial attack, afterall. And when the victim yields he already consented to you being the victor. Punching him down seems like an unnecessary dick move furthermore :P

Game mechanics work that way - you can loot only unconscious player, so you need to punch hi face at least slightly with something blunt :) Looting is a separate crime no matter what.

435:
concerning self-defense:
say you and a buddy are traveling and you're being attacked by another player. Your buddy wants to help out and kill the other guy, but since it's not exactly self-defense will he be punished by alignment loss?
I feel there should by a group mechanic so that if one of your group is attacked you can legally kill the attacker.

If you got attacked by someone, that will turn attacker into criminal. That means any criminal actions against a criminal will not be punished with alignment loss. So you, your buddy, your buddy's buddy and few other passing by strangers can join into beating that criminal and later looting him :)


Touchmee
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Re: Interactive FAQ

Post by Touchmee » 04 Jun 2014, 13:03

436. This is kind of a spin off from the previous question but will there be a group/party system and how ill it work with the following things:

- Inviting to group via name or right clicking person? Both
- Visable on map? Nope
- Visable name over head? Nope, only when you hover over
- Can we allocate targets as a group leader? Not planned. And there will be no big red arrow flying above enemy so every group member can focus that guy. No, there will be no such things.
- Setting waypoints etc? Nope. But group members will see leader with his formation on the ground (look at our promo vid). That's a huge of a waypoint IMHO
- Max amount of players in group? 10
- Sharing XP on kills? XP? What are you talking about??? :shock:

Wurm online did teaming up very badly and I am hoping here will be better. I would love a GOOD party/group mechanic, its something i feel gets overlooked in sandbox games and I really don't know why.


Tasnik
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Re: Interactive FAQ

Post by Tasnik » 07 Jun 2014, 23:38

437. will there be any form of cannibalism? I saw you can loot the meat from a player as well as his innards. Can you actually cook it and eat it after?

:crazy: :crazy: :crazy: No, you can not loot actual body parts or innards or whatever of the player. Maybe we will implement heads as some kind of trophy, but not for cannibalism.

EDIT: oh ok I understood, I was just confused about this screenshot http://lifeisfeudal.com/images/pictures ... shot53.png in the Key features, but everything clear now, thanks


Modestego
 
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Re: Interactive FAQ

Post by Modestego » 11 Jun 2014, 01:34

438 I know the MMO forums have already shut down the possibility of NPCs on the MMO server however, will this be possible on the YO servers. For example if people want to test there skills while playing a on a private server they could spawn or mod some in?

Wild animals (and possibly aggressive Native Pygmy later in development) will be both in LiF:MMO and LiF:YO. There will be just no HOARDS of those NPCs/mobs, but they will provide you with some fun for sure. There will be a setting for LiF:YO that will limit amount of NPCs per server at one given time


Jezbelle
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Re: Interactive FAQ

Post by Jezbelle » 13 Jun 2014, 00:33

439.
How will we know when we are entering another kingdom's domain? Will there be lines drawn on the ground representing the borders of different kingdoms? I think this would be helpful. We could even toggle this feature on or off.

Exactly as that. We will provide a hotkey that will allow to turn on claims and country territory rendering on the ground of and off. Also, player entering some country or claim land will receive a message.

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RoboSenshi
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Re: Interactive FAQ

Post by RoboSenshi » 15 Jun 2014, 19:57

440. I have a little concern with the blunt damage mechanics. If you swing a massive hammer and inflict heavy blunt damage to a person's head (in game) shouldn't that character die rather than get knocked out? Or does all blunt damage no matter what body part it hits result in a KO.

Actually blunt damage deal 75% to SoftHP and 25% to hard HP. So heavy blow to a character with low HardHP might result in a death.

441. Will fish and fishing be turned on when wild animals are? And will we be able to fish in all bodies of water including lakes?

Fishing is already working and you can fish in any water body. You can even dig out your own pond and fish there.


Jezbelle
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Re: Interactive FAQ

Post by Jezbelle » 20 Jun 2014, 09:50

442. What prevents a player from walking into another faction's mine and mining it himself? If there is a wall built near the entrance, that still does not prevent him. The player can simply walk around it up the mountain, or dig near it, and probably still take the same ore without penalty. Of course, someone could PK him, but they might not want to lose alignment. So how do you defend your resources (trees, mines, animals) without losing alignment?

Once claim system will be implemented, guild TOWN claim will prevent to do most of the actions, so trees can not be cut, animals in barns can not be butchered or taken etc. As about mine, there are no owners underground. If you had extracted an ore and placed it in your warehouse - then it is yours. Otherwise it is FFA. But you can effectively close your mine entrance with a walls perimeter, so it will be hard for them to extract it. And if that mine is deep in your guild claim territory, they will need to build a looooong tunnel to snatch it. Yet it is all possible. Claims are working only on a surface, underground is a no mans territory without any claims.


Siegbert
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Re: Interactive FAQ

Post by Siegbert » 25 Jun 2014, 10:39

443. Are town signs planned? Or any mechanics to name your settlements?

No signs are planned, but players will receive message when they will enter Guild claim and Guild town claims, and thus they will know where they are. There should be no problems to implement a naming for those Guild town claims = settlements.


Tantal
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Re: Interactive FAQ

Post by Tantal » 25 Jun 2014, 14:16

444. About prospecting:

a)When we set a range of prospecting, is it in meters or tiles?

Meters

b)How does it count diagonal directions, meaning: When we prospect with range 20, do we prospect in a sphere around us with diameter 40 or do we prospect in a cube with edge length 40?

Sphere with diameter of 40 meters in your case.
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Reese
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Re: Interactive FAQ

Post by Reese » 28 Jun 2014, 03:48

445. You stated that ground resources could only the stored on the ground. Are tree logs considered part of that resource? Is there a way for someone to cut logs and store them in their town as a readily available source of wood for crafters?

Nope, tree logs are a bit different. You can:
1. stockpile them at your base. That will occupy some space, but will allow you to saw out any type of resources (billets, boards, building logs) at any time you like with any proportions you like
2. Saw out desired amount of resources (billets, boards, building logs) and store them at warehouse or other containers. That will free some physical space at your base. But if you have failed to estimate your needs in let's say boards, you might run short of them and will have to get new logs to saw them out.


Lord_Sitruc
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Re: Interactive FAQ

Post by Lord_Sitruc » 28 Jun 2014, 09:29

446. You said earlier that there would be no poison for arrows and bolts. Will there be no poisons at all in the game?

Poisons are planned for some later stages of development.

447. Will there be a system in place to allow people to gather resources if I want them to for a short period of time. I.E. I have captured someone in a fight and have offered to spare their life if they agree to conduct manual labor for me for a set period of time. I understand I will be able to put them to work in the mines since claims don't work underground but will there be a system where I could put them to work gathering wood or harvesting crops?

No.

448. I understand that customization of armor as far as changing the design will not be available. I was wondering if we would be able to change the color. I.E. if I wanted to be known as the green Knight would I be able to paint my armor green on top of having a heraldry? (which you have stated will probably be added at a later date.)

You will not be able to repaint armor. But at least you will be able to design your herladry and we plan to have tabards, so you can be pretty green if you want to :)

449. You mentioned there will likely be a automated tax system for people settle on claimed land of a guild. Will you also be able to tax resources instead of money? I.E. I need wood to build myself a glorious palace so instead of taxing them 100 silver coins for x period of time I could instead charge them 3 logs.

Most probably there will be both types of taxing, both resources and money.

450. Siege weapons have been indicated for sieges, will smaller siege weapons also be in the territorial battles, such as a Mangonel or a bolt thrower?

Not planned ATM.

451. I believe I read somewhere that there will be no directional parry system like there is in M&B, I might have somehow missed this somewhere else but could you go more in depth with how the player will defend themselves from attacks if they are not carrying a shield and there is no directional parry system?

There is a directional parry system. Only difference that you must face a weapon, when it is hitting you. For instance if someone is making a horisontal slash, you will have to turn toward the sword while parrying. That system is already working.

I just want to say I have only learned about this game a few days ago and I have read this full FAQ thread and watched every video I can find and dug through the wiki, my only complaint so far is I want MORE!!!

Thanks for all the hard work you guys are doing with this game. :beer: :Bravo:

And thanks for answering my questions in advance.


Reese
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Re: Interactive FAQ

Post by Reese » 28 Jun 2014, 13:44

452. Is the self defense mechanic solely based on who hit who first? For instance,if I see two players charging at me and I know they are coming to kill me, is there a way to attack first without the alignment loss?

No, there is none. Even if we did, everyone would "I know that these guys are going to kill me" to justify their assault. Life is Feudal.


Lukepop
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Re: Interactive FAQ

Post by Lukepop » 28 Jun 2014, 22:43

453. Will it be possible to set up rudimentary defenses on a battlefield and leave them there. Such as a hill

Nope, if we're talking about proper battle via in game mechanics. If you mean just any players combat somewhere - ofc you can do whatever you want.



454. Will there be any reason to construct army camps? Aside from being in hostile territory and needing a place to construct engines of war?

Yes, during siege attackers will respawn in their camp. Amount of siege tents being setup tells the amount of attackers that can bind at that camp. If during a siege defenders will be able to burn few tents - that will lower amount of attackers that could effectively respawn nearby. So it is defenders necessity to provide some palisade defenses to protect their siege camp.
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