Harglow Graywolf's List of Suggestions

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DarthDominus
 
Posts: 5
Joined: 19 Sep 2014, 16:54

Harglow Graywolf's List of Suggestions

Post by DarthDominus » 02 Oct 2014, 19:11

Improvement/Additions - First Dozen Thoughts!

1. Methods to differentiate groups in the game, through clothing styles, emblems, flags, tabards, etc. Differences in ancestral origin or affiliation should be considered. For instance, clan tartans.

2. Increase the storage capacity of devices intended for such use. Chests, barrels, and warehouses – all should have a greater capacity of the storage than the “magical bottomless bag” that is produced on dropping an item.

3. More animals! Cows, sheep, pigs, squirrels, snakes, boar (wild), bears, mountain lions, turkeys, coyotes, dogs (which we could also domesticate), etc. Also, perhaps as a fun addition – add a “Cryptid” or two – such as something akin to a dragon (not a fire-breathing magical beast, but a large reptile that could devour a cow in short order). Another example, a Bigfoot type creature or ape-like beast. There would be very few of these in the world and should be considered “legendary” – sightings being rare and terrifying.

4. Weather … lots of it. Rain, sleet, snow, tornados, and all manner of different elements that could affect terrain, structures, crops, and our avatars. If you want to take this all the way – lightning could have a chance to start forest fires.

5. Disease and infection. Make alchemists even more valuable. Plague could ravage an entire village, making the largest kingdoms potentially a place where sickness could rage if left unchecked. Wounds that are not tended to can become infected and produce undesirable results such as slowed movement, stamina drain, occasional involuntary stops to vomit, good stuff such as that.

6. Gates / Doors / Entryways should have “white-listing” – permitting folks to create a list of players that are permitted entry.

7. An “Oops – let me fix that” tool. When we place something we no longer want, there should be a way to delete/destroy the item – potentially regaining resources. The item should ONLY immediately affect things that you have placed into the world. To use it on something someone else has placed, you will have to get the owner of the item to click on it and “consent” to destruction.

8. Terrain hazards! Quicksand? Fall damage? Mining collapse? Traps set by other players (deadfall pit / snare / etc.)

9. Special ways to customize weapons and items. This should be entirely cosmetic, but something to allow a “makers mark” or design differences. For instance, a substantially polished blade, different styles of hilts, etc.

10. Please, please, please fix the “Observe” bug that screws up the actions and windows of everyone in the nearby area when you close that view.

11. Other item/building suggestions: Signs (Ye Olde Fill-in-the-Blank), Jail or prisoner holding equivalent, gallows or guillotine, stocks. The idea would be that when you have rendered someone unconscious you could carry that person to one of these devices and end their lives or incarcerate them. You could also set up a “cemetery” area where their tombstone would be populated upon their death, rather than pile them up on the component in question.

12. Experimental technologies: Every crafting line would have the ability to “experiment” – using rare components found in a variety of ways. For instance, a carpenter might need a substance only found by those who mine at a high level. Cross-interdependencies are key. Those very rare items allow the user to click the experiment button during item any item creation having a slim chance of producing something never seen before. However, it carries danger too. You may end up wounded or dead on a critical fail, ruining the item. Item examples would be congruent with the time period, but special. For instance, a sword that has a sheath which coats it in oil and can be ignited once per day to do fire damage as well as slashing.


DarthDominus
 
Posts: 5
Joined: 19 Sep 2014, 16:54

Re: Harglow Graywolf's List of Suggestions

Post by DarthDominus » 02 Oct 2014, 19:45

More stuff!

13. Please fix the "sound stick" bug. Where you get a loop of an activity sound that seems to linger until you log out even after you've finished the action - such as hammering, shoveling, etc.

14. When you "Uproot" a tree stump - please make it more rewarding. Right now it produces absolutely nothing and only those like me with OCD and compulsively neat folks see fit to bother with it the majority of the time. Some suggestions - have it give you something like amber, tree-sap, or maybe a pile of bugs you can use as a crafting component.

15. Holy hand grenades!! Heh ..just kidding. Or maybe not?! Hot pitch, oil, resin - they could be put into pottery and hurled as a weapon. Don't want to go so far as gunpowder, but there are a number of examples of incendiary type weapons in the period. Smoke bombs would also be possible with the use of sulfur - which might also be a breathing/sight irritant.


DarthDominus
 
Posts: 5
Joined: 19 Sep 2014, 16:54

Re: Harglow Graywolf's List of Suggestions

Post by DarthDominus » 06 Oct 2014, 15:38

16. Please consider reducing the damage of pitchforks. Right now, it is more powerful than any weapon in the game that I've tested thus far. Even against high level armor it is exceptionally deadly. I can't imagine it was intended to be this way.

17. While I understand that mines will eventually have more dynamics to them, it would be nice if you went ahead and made it so they healed themselves (collapse and refill) with time if not reinforced. I'm in an area where the land is just horribly destroyed by excessive mining. It's disheartening to believe it just has to stay this way.

18. With all the theft in the world, it would be nice to have a Hunting option to "track" the thieves. A mechanic whereby when you find something missing, you can review the area to gain potential clues like tracks leading away from the scene. While there may be many sets, you could potentially select one that doesn't follow a typically travelled course. Not a definitive verdict of guilty, but trends could be concluded.

19. Not sure if this was ever a consideration - but Bounty-Hunting would be an extremely fun aspect to the game. Towns could post wanted posters on a board, offering items/coin in trade for the apprehension or death of an individual. Something to consider for the future at any rate.


TokiWartooth
 
Posts: 3
Joined: 08 Oct 2014, 02:35

Re: Harglow Graywolf's List of Suggestions

Post by TokiWartooth » 08 Oct 2014, 02:38

I think these are all really good ideas - I'd love to hear if any of these are planned or look possible?


Illswyn
 
Posts: 3
Joined: 05 Oct 2014, 22:15

Re: Harglow Graywolf's List of Suggestions

Post by Illswyn » 08 Oct 2014, 03:24

#1 Differentiation of groups-
I believe this is planned with the Arts skill.

#2 Storage capacity-
Definitely. I expect that this is an issue that will eventually be fixed.

#4 Weather-
Would be nice, but it would also most likely add significant graphical lag. Rain and snow would be nice, but I don't know about disaster type events like tornados...having your things randomly destroyed would be a PITA.

#6 Gates/doors whitelisted-
While I don't see the reason a gate/door is limited to one person, I think it should be handled by means of using a key, not a invisible mechanic like a whitelist. But I'd rather a whitelist than the current owner-only system.

#7 Destruction of objects-
I like how Wurm handled this. Require a tool (axe, hammer) for destruction. In YO it should take a long time (preferably after having to wait out a timer longer than 24hrs)

#8 Terrain Hazards-
There should surely be possible to have mining collapses, which is why there is reinforcing of mining tunnels. I'm not sure about snares for players...seems like you could be immobilized for a LONG time...I don't like unattended ruining of someone's game.

#9 Special customization of weapons/items-
"Special" is relative. Yes, I want to see inscriptions of some sort, so you know who made something. But visually different? Not likely. If crafter X makes their swords with a certain hilt, then what is stopping crafter Y from also using that hilt? Having different appearances for different materials (wood comes in many types...yet all hardwood is the same? All softwood is the same?)

#11 Item/Building suggestions-
Hopefully something will be able to be done about the headstones. Bash with a hammer, decay over time, something. Nobody wants to be a prisoner in a GAME.

#12 Experimenting-
As with 'special' customization, the idea of 'rare' in a MMO is a bit silly to me. After a while, everyone will have what was supposed to be rare, and it won't be rare anymore. It just leads to a higher minimum requirement, and more grind for crafters.

#14 Uprooting-
Yes, please. uprooting a tree clears the land for other use. Being that there is no other reward, unless you 'own' the land, there's no reason to clean up the stump you left behind while clear-cutting the forest.

#17 Healing Mines-
Yes...this is something that will become a problem after a while. Once someone mines into the land, it can't be repaired. Please, give us a reasonable way to repair with dirt/rock. Supposedly snares use some kind of civilization rating (according to the wiki, anyway) perhaps mines could use a similar calculation based on how often they're travelled.

#19 Bounty Hunting-
I think this is best implemented by 'roleplay,' as in, you offer a reward, and when someone kills the target, you reward them. No game mechanic needed.

I'd like to add...I'm a little disappointed that there are multiple tree types, yet the wood becomes either softwood or hardwood. Hopefully there will be a coloring differentiation eventually, something that I think Wurm did well. I wouldn't mind a dropdown box to select color based on wood used, rather than the last-material used in Wurm (since you can craft all at once in LiF)

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