MMO Tests - Interactive FAQ

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

Sharana
Beta Tester
 
Posts: 644
Joined: 06 Nov 2014, 17:03

Re: MMO Tests - Interactive FAQ

Post by Sharana » 01 May 2017, 21:20

Spoiler
  • Not a question.
Image

User avatar
Hallegra
Beta Tester
 
Posts: 150
Joined: 05 Dec 2014, 00:13

Re: MMO Tests - Interactive FAQ

Post by Hallegra » 01 May 2017, 21:41

Sharana wrote:
Hallegra wrote:
Sharana wrote:516: When are you going to fix the terraforming with paving that allows steep terraforming (the only way atm to get the old clay terraforming) - during CBT or when the OBT starts?
  • Answer: Before OBT.


519: Can you expand on what the problem is here and how the team is planning on fixing it?


What I ment with my question is: The problem is paving allows crazy slopes - the reason clay and snow were nerfed. There was a promise that such slopes as on the screenshot (possible with the paving now) won't be possible and the terraforming should be in reasonable levels that are possible with soil (aka paving shouldn't drop more then 2 meters, same as soil).


Looks like 4m, not 8m to me, but fair enough. I am still curious as to what will be done to fix this issue but still allow for creativity in building beyond a four-sided square/rectangle base on a slight hill. I'd argue that paving is an active effort to shore up a slope but I'd like to see what solution the devteam has in mind. I guess I need a question here so

521: With climbing mode as a planned feature, is that going to be the solution to steep terraforming and paving? If not, what are the expected benefits from implementing climbing mode?
  • Answer: Get out of the dead pits, get on the siege ladders, get on the steep terrain surfaces (mountains, some moats), get on some trees (maybe). It will sound weird, original plan was to lower the profile of a person, that is climbing, so it might be used to crouch slowly toward your target.
522: Will climbing mode allow for climbing trees?
  • Answered in 521
523: Any plans to allow players to create swampland for moats, seeing as you are currently unable to change the water level from 0 and swampland is what is implemented instead of water at this time?
  • Answer: We had a brief discussion about it and we might implement some kind of artificial slowing terrain, kinda like moat swamp, mud or something. But that is not a priority at the moment.
524: Any plans for additional defensive creations such as spikes for the bottoms of ditches that apply damage upon falling?
  • Answer: We have traps already, that is enough for now. ;)
525: Currently, there is a pier structure that is only buildable in GM mode. Will this structure be available to players as a way to build docks?
  • Answer: Sometime later, yes.
526: At the moment, the only planned drawbridge structure is the castle gatehouse. Will drawbridges be buildable either alone or as part of another structure such as the stone gatehouse?
  • Answer: Drawbridge is one of the reasons why you should consider building castle walls instead of the cheap stone walls. So it will be only within castle walls.
527: With the incoming horse-and-cart release, are there plans for a horse-and-plow?
  • Answer: Man and plow works fine for now :smiley: On a serious note - I think it can be done.
528: If I place herb gardens in an area with one garden on every tile, will their output quality/quantity be different than if I placed the gardens in a checkerboard pattern on every second tile where each garden was diagonal to another instead of right next to one? What about if I placed them so no garden was next to another, diagonally or otherwise?

Image

Basically, will a different pattern yield a different result because of the placement of the gardens?
  • Answer: You tell us :wink:
529: Any plans to introduce defensive or anti-troop siege equipment such as ballistae?
  • Answer: Heavy cavalry and other troops should be the best anti-troop weaponry :wink:
530: Will other siege equipment like rams, mantlets, or siege ladders be implemented before the OBT?
  • Answer: Mantlets - yes, rams - maybe, siege ladders - probably not, since they require climbing mode to be available and we doubt we will be able to implement it properly before OBT.

User avatar
Hallegra
Beta Tester
 
Posts: 150
Joined: 05 Dec 2014, 00:13

Re: MMO Tests - Interactive FAQ

Post by Hallegra » 01 May 2017, 23:48

531: Any plans for additional wildlife such as flying birds or water animals?
  • Answer: Probably not, at least not a real NPCs with a gameplay mechanics.


Baal
True Believer
 
Posts: 109
Joined: 09 Dec 2016, 16:17

Re: MMO Tests - Interactive FAQ

Post by Baal » 03 May 2017, 19:18

532: Do you plan to add more choice in slope we can make, instead of the only one slope of 0.5, it would be better to have a choice at least with two slopes, a 0.5 and a 1.0 slope so we can be more creativ in construction, do better and beautiful terraforming on mountainous area, less big pile of dirt landslides and less data for the server.
  • Answer: Not in the nearest future. But your feature request sounds reasonable enough. It will require creating additional sloped walls sections of all sorts, though.

User avatar
Hallegra
Beta Tester
 
Posts: 150
Joined: 05 Dec 2014, 00:13

Re: MMO Tests - Interactive FAQ

Post by Hallegra » 03 May 2017, 22:47

533. Is current terraforming the only planned way to facilitate building? No plans for shoring up slopes to allow for mountain/hill building or concerns that the current state of the game will lead to the same looking base for each guild you see?
  • Answer: Yup, terraforming is not planned to be a tool of making fortifications out of the dirt. It is only a mere designing tool for construction works and getting underground resources in a tunneling part.
534. You've already announced cosmetic armor purchases for the various races and armor types. Any plans for cosmetic building purchases? The idea that your guild architect could skin your herbalist shop to have an oriental feel or your house to be more akin to a yurt or a cottage has a lot of appeals.
  • Answer: We had such idea, though it might take more time and effort to implement, so you should not expect it on the start of OBT.
535. What about weapon or shield skins? I'm sure many players would be willing to pay for, say, a jewelled hilt or a war-scarred battleaxe or a glave inlaid with runes.
  • Answer: Weapon skins - yes. Shield skins - most probably.
536. During the steam alpha, there was mention of cloaks. Are cloaks anywhere on the horizon?
  • Answer: I do not really recall that. We were probably talking about tabards (they're in the game already) or GM robes (also implemented).
537. Currently, the artist skill allows for a grand total of 3 different paintings and one animal head for each type. Are there any plans to make this skill more appealing, such as murals, building painting, or anything?
  • Answer: Yes, but those are not the priority at the moment.
538. When can we expect swimming to be fully implemented?
  • Answer: Soon. Really ;) We have swimming patch ready and almost fully tested. Once we stabilize MMO - we're going to patch it in.
539. Currently, a character is able to swim indefinitely even while wearing full armour. What are the planned changes, if any, to this?
  • Answer: Armor weight should affect stamina drain.
540. If not previously answered, any plans to add a breath bar seperately from the stamina bar?
  • Answer: Implemented and will be included in the same patch (see answer 538)
541. Are there any planned changes to the so-called pocket horse problem where a character can ride a horse and carry one or more horses in their inventory?
  • Answer: It will stay that way.
542. In-game minigames add a fun new thing to the game that also can benefit the player. Any plans to add additional minigames to the experience for more professions, such as building or shoveling?
  • Answer: Yes, we have such plans, but that will be done in later time.
543. Any plans to add multiplayer minigames that players can play against eachother like checkers, gambling games, and chess? Something in the spirit of Witcher, Fable, Red Dead, etc
  • Answer: There were some ideas, but we don't have spare resources to implement those yet. Hopefully, we will sometime soon.


Baal
True Believer
 
Posts: 109
Joined: 09 Dec 2016, 16:17

Re: MMO Tests - Interactive FAQ

Post by Baal » 04 May 2017, 16:41

544: Are you aware that too fast repetition of animal sound effects is annoying and unpleasant for world immersion and for players ears, especially when there is dozens of horses and coop around, for now it sound like noise pollution. Nearby animal sounds should play every 2 or 3 minutes instead. Have you plan to change that ?
  • Answer: Yes. For the last 3 months, we've been reworking our sound system and integrating a Wwise sound engine that should allow more precise sound and music tuning for our sound engineer. So in result, those annoying repetitive coop sounds should be removed as well.
545: Abandonned and decaying buildings actually take fire and instant disappears, i would be nice if there is a decaying 3D model for decayed buildings who last for 1-2 weeks before vanish, i will add more world immersion when you travel the map and cross a long abandoned village which was inhabited by players one day. Do you intend to add this feature ?
  • Answer: Well, it should not be that instant. The building appears as decayed once it has less than 50% of durability. It disappears totally once durability is 0. So it is really not that instant.

User avatar
Saar
Zealous Believer
 
Posts: 311
Joined: 05 Jul 2016, 14:26
Location: Toulouse - France

Re: MMO Tests - Interactive FAQ

Post by Saar » 05 May 2017, 07:15

Not a question
Spoiler
Last edited by Saar on 05 May 2017, 10:29, edited 1 time in total.


Siladil
 
Posts: 7
Joined: 15 Apr 2017, 20:29

Re: MMO Tests - Interactive FAQ

Post by Siladil » 05 May 2017, 10:27

546: What happens with Personal Claims inside of Guild Claims during a Raid/War?
  • Answer: Personal Claim still protects everything on it. But attackers can cast a special Revoking Ritual, that will disable Personal Claim protection effect that will allow them to destroy & loot stuff on it. That ritual is loud with a smoke and takes some time to cast, so if there are any defenders - they should have some time to defend this property.


Scratchit
True Believer
 
Posts: 54
Joined: 22 Feb 2017, 11:06

Re: MMO Tests - Interactive FAQ

Post by Scratchit » 05 May 2017, 17:51

547. Can we expect to be able to play LIF:MMO on 1920x1080 (and higher) resolution for open beta launch?
  • Answer: What prevents you from doing so now? :pardon: Personally, I play LiF in 4k now on my laptop. Well, the interface looks very tiny, but it works.

User avatar
Khan-
Zealous Believer
 
Posts: 1263
Joined: 18 Apr 2015, 15:12
Location: France

Re: MMO Tests - Interactive FAQ

Post by Khan- » 05 May 2017, 20:55

548. We were discussing about the voice acting in the game (in French of course) and we don't understand few emotes and some sentences sound strange to us...
tauntmine_male_03_01
tauntmine_male_04_01
tauntrude_male_01_01
how did you produce them etc ? :)
  • Answer: We've found an actor who provided us with a voice over. Nothing special. Can you be more specific about what is exactly wrong with those sounds and how we can fix them?
Last edited by Khan- on 06 May 2017, 08:24, edited 1 time in total.
100% French speaking alliance of Royaume Franc : http://lifeisfeudal-fr.com/
Image
Les Témoins de Mérovée Site - Forum - Me contacter

User avatar
Karabas
Alpha Tester
 
Posts: 323
Joined: 23 May 2014, 17:45
Location: Moscow

Re: MMO Tests - Interactive FAQ

Post by Karabas » 06 May 2017, 01:41

549. "All siege equipment, including trebuchets will be vulnerable to damage regardless of where they’re deployed and they will receive damage whether JH is active or not" - does it mean the trebuchet in state "shoting in progress" will be vulnerable too? or this bug still not fixed ?
  • Answer: That's a bug that wasn't fixed yet, but will be ;)
Gray tag. Gray axe.Image
Image

User avatar
Hallegra
Beta Tester
 
Posts: 150
Joined: 05 Dec 2014, 00:13

Re: MMO Tests - Interactive FAQ

Post by Hallegra » 10 May 2017, 21:23

Spoiler


550. Expanding upon the previous question above, when swimming is fully implemented, will it allow for naked players to still cross large bodies of water via swimming at the beginning of the game or will this require grinding swimming skill? For example, the river directly above the main city or in order to reach any of the islands in the bottom of the map.
  • Answer: Yes, there should be no trouble crossing such distance for a naked player. Swimming only affects how much of clothes/armor can be equipped on you to stay afloat.
551. The current siege practice at endgame is to use trebuchets from outside bowshot range to destroy as many buildings as possible. This actually means an defender must attack or otherwise lose everything they've built. Are there any plans to change this state of affairs which forces the defender to attack?
  • Answer: Nope. It is working as intended. You're not supposed to be able to destroy trebuchets with arrows from your walls. You can place your own trebuchet though :wink: You can plan a suicide raid to nuke trebuchet with nades. There are multiple tactics that you can stick to. Also, we plan that once we implement Battle and Siege systems, Siege itself will be held for a limited amount of time with a clear goal of destroying either Guild's monument, or "siege stone" that attackers will have to defend. So simple assets destruction will not give anything to attackers.
552. You've mentioned that you need to win a certain amount of field battles against an enemy in order to make their base vulnerable. As a defender of the war, will you be forced to attack the enemy stronghold to end the war or can you simply win X number of field battles to stop the war?
  • Answer: If you want to end this war by the elimination of your enemy - yes, you will have to siege the castle and destroy the monument. But after a series of won battles, you can always ask for a tribute or force them to be your vassals. That will end your war without a siege and assets destruction, obviously.
553. Fields battles have been mentioned as having a "king of the hill" style gameplay. I know this is all tentative at the moment, but will the defender of the war have any kind of advantage such as starting on the capture point?
  • Answer: You are correct, it IS tentative ATM. So far we plan, that defenders will not have any positional advantage. The concept of a battle is like medieval open field battles, where both parties were in a presumably equal state. We don't want to designate one party as clearly defending, while other as clearly attacking. They are equal and that have to be a head-on clash of two forces, rather than one being a defender and another an attacker. Sieges are planned for such case (defender/attacker).
554. What is there to stop a group from creating a fake claim, allying it with their actual town, and using that claim to declare war on an enemy? They could then lose as many field battles as they wanted because their claim would be empty.
  • Answer: Battle challenges will be available to the guilds with claim tier2 and higher. We expect that attacker's claim will also be damaged if they've failed their offensive. So there are always something at stake. And if you've won a battle against a guild, that used their fake guild and monument for it, feel free to issue your own battle challenge aiming at their ACTUAL and real monument :wink:
555. Killing a player that has been marked as a criminal currently results in an alignment drop, even after they have attacked you. Is this intentional and are defenders therefore expected to use blunt weapons and not loot when fending off raiders?
  • Answer: That is a bug. Well, first assault provides a short crime duration, so it might be the reason why you saw an alignment drop. But if you see a clear criminal player and receive an alignment drop after attacking/killing him - please, report it with all the details to helpmmo@lifeisfeudal.com
556. Any plans to change where looting a grave within 2h of death results in an alignment loss? This can be frustrating after a battle, as it is often required to recover the gear of your fallen allies and waiting 2 hours guarding a grave or getting the deceased to travel 10km is not feasible
  • Answer: That also sounds like a bug. All alignment penalties should not work on the guildmates in the same guild or if you're in a state of war with the one who's grave you're looting. We will look into it.
557. A common combat tactic during judgement hours is to, upon dismounting an enemy horseman, simply steal their horse. Will this tactic be available in field battles or at other points in the MMO?
  • Answer: Probably yes. Though we plan to add "some AI brains" to tamed horses, so they might begin to run away from the damage and it will not be always possible to snatch mounted warrior's horse. But it will not help him either - if you're dismounted - there is no way you realistically could get back on it unless you've disabled the one who dismounted you.
558. Will a well-prepared force be able to bring deployables such as defensive fences and palisade shields into field battles?
  • Answer: You will be able to bring only the stuff that can fit into your inventory. So, in theory, they can bring all the desired ingredients and deploy those in battle. That is allowed.


Sharana
Beta Tester
 
Posts: 644
Joined: 06 Nov 2014, 17:03

Re: MMO Tests - Interactive FAQ

Post by Sharana » 11 May 2017, 09:10

559. In most other MMOs there is cooldown between guild switches - from hours to days depending on the game. Do you plan something like that for LiF too? We already see many of the so called "alt guilds" that are just a monument and go to war with everyone to kill all other guilds they meet without penalty. That brings some drawbacks ofc, but it won't be cool if main character can be instantly switched to one of the such guilds for the duration of the raid for example and then return instantly as well.
  • Answer: Thanks for a reminder, we definitely need to implement some kind of a cooldown.
Image


WeeFraser
True Believer
 
Posts: 8
Joined: 05 Aug 2016, 17:02

Re: MMO Tests - Interactive FAQ

Post by WeeFraser » 11 May 2017, 12:27

560. When you do not like Abella. How do you leave it? It is de-forested empty of animals to hunt and full of empty unused claims.
  • Answer: Not sure what do you mean. Abella is the main, giant continent - you cannot leave it - with different climate zones. Some areas may indeed be deforested, but there are other places where you can find lots of trees and animals.

User avatar
JackStark
Zealous Believer
 
Posts: 52
Joined: 24 Mar 2016, 23:45

Re: MMO Tests - Interactive FAQ

Post by JackStark » 11 May 2017, 23:28

561: how will name reservations work in regard to wave 2. Will players who purchased the package be able to reserve their names before wave 2 launches? or release?

I'm under the understanding there will be no wipe between wave 2 and release, so this is why i ask.
  • Answer: You will reserve them BEFORE the start of Wave #2 (aka OBT). After that point we will probably cease selling of packs and you will not be able to reserve anything between OBT and release (but characters will be there and intact).

User avatar
JackStark
Zealous Believer
 
Posts: 52
Joined: 24 Mar 2016, 23:45

Re: MMO Tests - Interactive FAQ

Post by JackStark » 12 May 2017, 19:17

562: "(but characters will be there and intact)." are you saying that bases and guild claims will be wiped between wave 2 and release? this leads me to believe that only characters wont be wiped.
  • Answer: Everything will be wiped and resources on the map will be reshuffled as well before wave 2.


WeeFraser
True Believer
 
Posts: 8
Joined: 05 Aug 2016, 17:02

Re: MMO Tests - Interactive FAQ

Post by WeeFraser » 13 May 2017, 09:23

563. I have decided to learn forestry. I believe I will need high skills in Natures Lore, Farming and then forestry. How long in in-games hours should it take to be a Grand master in Forestry?
  • Answer: You tell us :wink:


Arrrr
True Believer
 
Posts: 4
Joined: 11 May 2017, 19:53

Re: MMO Tests - Interactive FAQ

Post by Arrrr » 13 May 2017, 10:24

564. Hello I am playing currently, will my character stats get saved after wipes and can I use my character from now in the final game?

When can we expect OBT?

When is the final release planned?
  • Answer: There will be a complete wipe before OBT. You won't be able to use your current character, you will have to make a new one once OBT starts. Can't comment on the dates at the moment. We are hoping for OBT to start at the end of this Summer.

User avatar
Khan-
Zealous Believer
 
Posts: 1263
Joined: 18 Apr 2015, 15:12
Location: France

Re: MMO Tests - Interactive FAQ

Post by Khan- » 14 May 2017, 12:51

565. Why the average quality of the ground ressources is around 10 ? Is there an average quality for all the ressource in the world equal to 50 ?
  • Answer: All soil and substances by default are of 10 quality. but there are a lot of spots of high quality distributed around the terrain, that have up to 100 quality in their center with a decreasing quality the further from that spot.
566. Why not adding a black screen, or very very very dark screen going brighter when life is coming back, when the character is stunned with negative soft health points ? :D :angel:
  • Answer: We plan to implement it, but it's not the highest priority.
100% French speaking alliance of Royaume Franc : http://lifeisfeudal-fr.com/
Image
Les Témoins de Mérovée Site - Forum - Me contacter

User avatar
JohnValentine
Zealous Believer
 
Posts: 213
Joined: 19 Dec 2016, 00:33

Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 14 May 2017, 13:25

567. Any plans to tone down horses health or add hard health to horses? I know there has been and continues to be plenty of more serious issues with them, just wondering if it's on the ol "too do" list.
  • Answer: No such plans yet. Why should we add it?
568. Firstly, I love how difficult this game is to play well. So, I'm very much not an advocate of watering it down. That said, I have to admit, it seems strange that Iron Tools are so late in the profession pipeline. For Blacksmiths, it's a seasoned Tier four skill, borderline a crafters endgame. Are there any plans to add "steel tools" and move Iron tools (likely with some nerfs) earlier into the tree?
  • Answer: Well, making good tools should not be that easy. We will give at least some chance for professional crafters to trade something which is required by others (who don't want to level up that far).
569. Is there a decent pocket of official lore somewhere? I noticed the lore forum mostly has player built posts within it. I know it falls pretty short on the important list, just wondering if there was already a product somewhere that I may have missed.
Image

User avatar
Midgards
True Believer
 
Posts: 12
Joined: 21 Jun 2016, 16:49
Location: France

Re: MMO Tests - Interactive FAQ

Post by Midgards » 17 May 2017, 16:59

570. Do you intend to change the weight of straw and flax or create containers for these resources ? (the weight of a linen stem is really abused)
  • Answer: We do not have such plans yet. Could you be more specific about your idea, please?
571. Will flax seed have any other use ?
(For example feeding animals where to make oil)
  • Answer: Maybe in the future. We had some ideas a long time ago, but right now it's not among priorities.


BigOmdoll
True Believer
 
Posts: 8
Joined: 22 Oct 2016, 07:26

Re: MMO Tests - Interactive FAQ

Post by BigOmdoll » 18 May 2017, 01:24

572. Will Lif ever have a navel system? weather it be strictly for travel, trade, food gathering or combat?
  • Answer: Yes, it will. There will be naval combat, transportation etc.

User avatar
Mryuan
Beta Tester
 
Posts: 18
Joined: 26 May 2016, 15:39

Re: MMO Tests - Interactive FAQ

Post by Mryuan » 18 May 2017, 11:01

573. Any idea for fixing the initializing problem pernamently. that so many Asian players suffering from it curently
  • Answer: We are afraid that the only way to fix it properly will require us to have local Asia servers and CDNs. And we will need Asian publisher for that. We're still working on it.


Zedicus
True Believer
 
Posts: 1
Joined: 01 Dec 2016, 15:39

Re: MMO Tests - Interactive FAQ

Post by Zedicus » 18 May 2017, 12:43

575. Hello, I know you are working on the castle walls and apparently you want to leave the stone walls as they are. I believe that stone walls without battlements would please many builders. Is it complicated to achieve for you and possible to have in the near future?
  • Answer: Might be a good idea. we'll consider it.

User avatar
Hallegra
Beta Tester
 
Posts: 150
Joined: 05 Dec 2014, 00:13

Re: MMO Tests - Interactive FAQ

Post by Hallegra » 19 May 2017, 04:18

576: Any plans to change the capacity of moveable containers such as the cart or wheelbarrow? One could argue that having a 90 stone increase with reduced movespeed when a high willpower character can carry 500 stone is quite useless.
  • Answer: We will rebalance those weights once horse pulled carts will be implemented (which will happen quite soon ;) )

User avatar
JackStark
Zealous Believer
 
Posts: 52
Joined: 24 Mar 2016, 23:45

Re: MMO Tests - Interactive FAQ

Post by JackStark » 19 May 2017, 20:37

577: Given that phase 3 was originally supposed to lead into Open beta, how many more waves past 4 can we expect? Its looking like wave two wont start till December.

Many guilds have been going hardcore ,since December, creating gaming communities to play in wave 2 this summer. These extensions of beta wave 1 are gutting the massive communities. A large player base = more revenue. I'm afraid there wont be as big a community to support this game at the rate large guilds are either disappearing or dwindling to four guys and a horse named Tony. :sorry:
  • Answer: It will be even worse if we release an unfinished and unpolished game for the sake of doing it as soon as possible. We're not going to do that. We plan at least 1 more wave (and possibly another one too).

User avatar
Midgards
True Believer
 
Posts: 12
Joined: 21 Jun 2016, 16:49
Location: France

Re: MMO Tests - Interactive FAQ

Post by Midgards » 20 May 2017, 22:21

Midgards wrote:570. Do you intend to change the weight of straw and flax or create containers for these resources ? (the weight of a linen stem is really abused)
  • Answer: We do not have such plans yet. Could you be more specific about your idea, please?


578. Yes of course! We currently use inappropriate containers (Bark box, Chest, Wardrobe, Monument guild) to store, because it takes too much space.
Reducing the weight of straw and flax is the easiest way.
To make crops more realistic or better (But much more complicated to do), adding bales of straw/flax for storage?
For example:
Spoiler

  • Answer: Yup, sound like a good idea! Hopefully we will have time to implement it this year.

User avatar
JohnValentine
Zealous Believer
 
Posts: 213
Joined: 19 Dec 2016, 00:33

Re: MMO Tests - Interactive FAQ

Post by JohnValentine » 21 May 2017, 08:42

JohnValentine wrote:567. Any plans to tone down horses health or add hard health to horses? I know there has been and continues to be plenty of more serious issues with them, just wondering if it's on the ol "too do" list.
  • Answer: No such plans yet. Why should we add it?


579. They feel really tanky righty now, more like an armored vehicle than a living animal. Can take a nasty beating with no movement decreases. With how few reliable cripples or roots exist within the game, Cavs gets a lot of benefits (fast maneuverability, alternative stam bar, and a huge health pool) without too many negatives. Granted they got a significant nerf when horses got attached to the skill trees, but I don't feel it solved that borderline silly tanky feel. They're pretty fragile creatures, for as meaty and strong as they are. Just dosent feel "right".

The hardhealth addition is just spill balling towards that end. Not a great solution, or event a terribly effective one, just opening that dialogue.
  • Answer: We might tune their health a little, but I don't think we will be able to implement any complex mechanics to simulate their life on a battlefield better.
Image

User avatar
Growlerian
 
Posts: 67
Joined: 01 Jul 2014, 12:50

Re: MMO Tests - Interactive FAQ

Post by Growlerian » 21 May 2017, 09:12

580. Will rules be enforced during the last testing phases as well as after the mmo release ?

Lets say a guild uses floating logs.. or they glitch in the earth and somehow end up inside the city.. what consequences will their actions have ?
  • Answer: Report such behavior on sight. If some characters will be caught cheating that way on purpose we might punish them.


FrostyMug
 
Posts: 33
Joined: 22 Jun 2014, 02:46

Re: MMO Tests - Interactive FAQ

Post by FrostyMug » 22 May 2017, 19:00

Stormsblade wrote:2. Will you delay the release of CBT to LiF:YO owners if there are stability concerns? Do you still predict 1-2 weeks between CBT for Alpha/Beta Testers and all LiF:YO owners?

  • Answer: If there will be some really serious issues then yes. But we are nearly ready, so it's really doubtful that CBT will be delayed any longer. And it will run for a little bit longer than those two weeks. More info about time frames coming soon.

581. What were the really serious issues that caused the delays we are seeing in the move to CBT? Since the above question was asked well over a year ago and it sounded like there were real doubts that you would delay these test phases as you have. We as a community are curious what the Major problems you ran into to cause such a long delay as has been done. Thank you.
  • Answer: Well, development never goes as planned. It is a combination of additional functionality and bugs/development problems. Originally we wanted to start Open Beta without all functionality and implement it later along with the development process. But later on, we've realized that it is not a good way to release your game to the public. Early Access might have worked some time ago on Steam, but it will not work on self-publishment of MMO. Also, there were and still are some tricky bugs (especially around servers crossing algorithm). Sometimes bugs reveal that only proper way to fix them is to rewrite some big part of code from the scratch, and that also takes a lot of time.

Return to General Discussion