Love the game, still there are issues:)

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Larsingem
True Believer
 
Posts: 6
Joined: 28 Sep 2014, 09:31

Love the game, still there are issues:)

Post by Larsingem » 03 Dec 2014, 07:46

I love the game but are not currently playing as our server didnt work anymore using the animal update. Talking about getting our own server and hopefully finding a competent admin to keep it running as this will be our fourth big city build..

Apart from the issue of servers not working after updates, there are a few issues id like to bring to your attention.

The tree growth should be separate from xrop growth on server startup so we can set slow trees but still be able to adjust crops to be faster.
Our last server had fast grow time which made trees grow into a very dense jungle that kept creeping up on the city every day. It seems to me that the amense number of trees growing also caused some major lag. Animals were turned completely off, a couple of players, still lag.


There is a few special crash points ofter or always causing people to crash their game.


There is still way too little room in carts for them to be worth using. Consider this: Think of the amount that can be stored in boxes and barrels. Then think that the players should be able to put a few boxes and barrels on the cart. Right now there is no poin using the trading cart and certainly not the wheelbarrow for anything at all other than a mobile temporary storage unit.

Also it should be a bit faster than it is now. Maybe move as fast outside of the road as it does now and faster on the road, even faster on better roads should they come in the future.


Having some kind of container within the storage inventory would make it a lot less messy. Being able to group up some of it contence rather than making an assorted pile would be nice.

Shared houses,gates and storages. Naturally. If more than one player lives in a house, everyone needs a key.
This is by far the biggest and most important problem in the game right now as it was on day one.
A group should be able to set one or a number of people as managers over the gates and doors so they can revoke peoples rights should they turn out to be enemies or griefers, as long as the original group still is in control of the lock.

The mini games on the official lif site makes many people worried. If we have to go through that for evry thing we do, it will break our minds.. Hopefully its a work in progress. Kind of like the smithing game and the concept of the woodchopping but not the insane rotating arrow. That one makes me dizzy.

Keep working on the game and keep making us proud. Its already at this stage like nothing we`ve ever seen before so its promising indeed.


Willbonney
True Believer
 
Posts: 477
Joined: 22 Aug 2014, 21:25

Re: Love the game, still there are issues:)

Post by Willbonney » 03 Dec 2014, 19:17

Larsingem wrote:The tree growth should be separate from xrop growth on server startup so we can set slow trees but still be able to adjust crops to be faster.
Our last server had fast grow time which made trees grow into a very dense jungle that kept creeping up on the city every day. It seems to me that the amense number of trees growing also caused some major lag. Animals were turned completely off, a couple of players, still lag.


There's a problem here. Trees with Harvestables, Apple and Mulberry Trees. Those are the reason they are lumped together with Farm Plants. So I'd suggest making a third grouping. Plants, Trees, and Orchard [Trees]. Separating the harvest trees from other types of trees would allow folks to then be able to separate their Farming from their Forestry, and allow Admins better ability to adjust settings.

There is still way too little room in carts for them to be worth using. Consider this: Think of the amount that can be stored in boxes and barrels. Then think that the players should be able to put a few boxes and barrels on the cart. Right now there is no poin using the trading cart and certainly not the wheelbarrow for anything at all other than a mobile temporary storage unit.


I personally like the sizes now of all the carts, especially the Trade Carts. 1200 mass is perfect, 3 trips to fill a small Warehouse, 5 trips for a Wooden Warehouse, and 14 trips to fill a large. You have to keep in mind that later, there will also be different sizes of personal inventories, bags/sacks/backpacks and the like. There will also likely be better carts.

Also it should be a bit faster than it is now. Maybe move as fast outside of the road as it does now and faster on the road, even faster on better roads should they come in the future.


The speed for now is fine, for hand-pulled. About as fast as you move while carrying a log on your back. I think it would be nice to be able to attach one of my new Bulls onto the front, to pull faster. And then later, horse-pulled. Give them time, as I think along with their Mounted Combat ideas, there will be "Mounted Trade" as well.

Having some kind of container within the storage inventory would make it a lot less messy. Being able to group up some of it contence rather than making an assorted pile would be nice.


Once the personal inventory stuff is in, I'm betting it will be a sort of "Sack in Sack in Warehouse" type deal for keeping inventory sorted. Similar to Darkfall, except with inventory space limitations.

Shared houses,gates and storages. Naturally. If more than one player lives in a house, everyone needs a key.
This is by far the biggest and most important problem in the game right now as it was on day one.
A group should be able to set one or a number of people as managers over the gates and doors so they can revoke peoples rights should they turn out to be enemies or griefers, as long as the original group still is in control of the lock.


They've hinted a few times now that the Claiming system is not nearly done yet. Last official post I read on this said they were still a couple months off with it.

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