My feedback after over 100 hours

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Mcasflurry
 
Posts: 2
Joined: 25 Oct 2014, 09:25

My feedback after over 100 hours

Post by Mcasflurry » 25 Oct 2014, 11:00

Hello, i recently startet playing this game. After 100+ houres there are a few things that felt either not right yet or were lowering the fun I had playing the game.

Housing
I know a guild system is only planned for the mmo but since this game is hard, if not impossible to play alone some form of a system needs to be implimented so houses can be shared. Houses are the only save place atm but only 1 person can claim a house, and so if the person is not there they can either leave the door open and everyone can steel stuff or they can close it and no one of the group can access the things they would need.
-Building 1 house for every person does not solve this problem. You could have your own private save place but once you are not ingame your other group members have no access to the stuff in your house they might need to build something or craft something.
- same goes for a gate, you actually need a gate for every person in a group atm or you would need to always use the exit bug.

Keeping your own stuff safe:
Safety is a huge problem in this game right now. You produce everything with a lot of effort and you view it as "yours". By having spend a lot of time producing what ever you produced you value it a lot more then other people might and keeping it safe is what you want to do naturally. But keeping stuff save in the game right now is a big big problem. Nothing is every really safe unless it is inside a claimed house. There are a lot of different options to "try" and keep your stuff safe but lets be honest there isnt a real good option to do so unless its in a claimed house.

Houses
The only real safety atm ssem to be houses which you can claim. This claiming function has its own problems if you dont play alone or with friends that are always ingame at the same time.

Walls
Walls are build in order to mark your territory and offer protection, atm they dont protect.
Walls dont do much atm, they take a lot of time and resources to build but are worth nothing since people can just use the exit trick to jump over the wall, or they can stack tree logs like a stair and just walk up to the wall and jump over it. This works since the tree logs can float in the air but you can walk over them. Simply put its a waste of time and effort. Some people tried to build a nother wall around their normal wall just using huge oak trees but even if all the normal walls are rather safe the gate isnt.

The fighting system:
Skilling
One thing I really do not like when looking at what is to be impimented into this game. As mentioned above I started this game since it looked like a mash of chivalry/mount and blade/minecraft and thus far i can say i am happy how this game turned out but a few things are annoying or just dont fit the style of the game in my opinion.
-combos, why would you impliment combos? you create a non target fighting system like everyone wants it and then you want to impliment combos? come on... chivalry and mount and blade have shown that you do not need combos in order to create a great fighting system which is skill based, combos take away that skill aspect by a lot.
-Same goes for "magic" like war cries, why the hell would you impliment something like that? If someone shouted in a battle people would not be slowed and stuff like that. I would love to see the fighting system be skill based and not lvl based. One class of weapons should counter another, in a 1on1 the wielders skill with his weapon should distinquish the winner and not some "magic"
-I understand, that you want to keep using the "skill tree" even in the fighting system but some things are just stupid. This gives the game a feeling of something more like wow where pressing combo buttons is more important then actually wielding your weapon. I would suggest keeping the system but dont give people skills that they can press, give them chances or "basic" skills. For example, if someone with a polearm has lvl 60 in that skill then he can use a skill which allows him to stomp the polearm in the earth so it becomes more effective vs cavalry, broaden the usage but dont give him combos and stuff like that.

Crossbow:
-Please fix the reload bug. For everyone that does not know how this works, usually the crossbow should take a lot of time to reload and therefore the bow should presend the better option but atm you can just press "R" twice and the crossbow is reloaded.
-The big and the small crossbow seem to do the same amount of dmg
- The abarest is OP

Armors
-Plate armors seem like the only efficient armors atm, everything else has no effect at all, if I use a chainmail armor a wolf still inflicts the same dmg he would have done had i been naked.
-Plate armors should make the person a lot slower and only be a real potent option for people on a horse (well thats how it was looking at history). This should work for all armors, the more protection they give the heavier they should be and the slower the person should become. Imagine someone in a plate armor running 100m, just not possible, in this game it is and its unrealistic. Thus plate armor should only be a reasonable option for heavy cavalery with a chargebonus or something.
-Armors weigh near to nothing in the inventory, if I loot someone i should not be able to take all his armor its just retarded that i can only carry 20 billets or so but can take away like 100 pieces of heavy armor.

Weapons
-weapon dmg seems strange, they all seem to do the same amount of dmg except for a few.

Farming
-8 hour cycle simply is too long, ppl do have a life and farming seems to be something only ppl without anything else to do can achieve since after 10 houres the crops wither.
-The soil is used up too quickly and putting new soil onto a field the sive you would need for a bigger city or group of 5+ is just too much "non-fun" work. Plowing, using dung and shifting 4 different crops around should be enough to keep the soil in a good shape.

Animal Lore
- breeding does not work, or if it doe work it does not work well, i have 8 coops with 16 animals of Q100 and enough variety Q100 food to feed an army and if im lucky i get 1 new born chicken when all my animals die of old age.

Linen cloth
-uses far too much flax. plate armors are far easier to create then those that use cloth.

Storage
-why do simple bags have 10000 capacity and a crafted box has near to no capacity
- warehouses seem retarded if they cant store more then a simple bag and are not saver in any way.
- the structuring of storage is shit, if i arrange something a certain way it should be shown to everyone else using it after me.

Extra Skills
I call these skills extra skills since they are all unique and in no way relient on oneanother.
-Hunting, why make an extra skill of this? It should be part of procupation since you need this skill anyway to skin animals you hunt and you cant use this skill for much if you are not a "farmer" anyway.
- same goes for juvelier, if you are not a smith you wont be able to really use this skill so why make an extra skill of it? This just fucks over the skillpoints you can spend.

Furniture
hard or near impossible to place inside a house atm and a house is just empty without them.

Crafting
-please impliment an autocraft system for a lot of tasks, if i have just created 300 chain gloves to raise my skill and dont want to press the recycle button 300 times... Or if I have 300 fertile soil in my inventory after digging a tunnel I just want to press "drop all" since its the same spot anyway.
-cost of wood structures vs stone structures. wood is way more expensive. The cost of stones structures should be higher then wooden ones.

Buildings
When you try to build a wall with a gate the gate and the wall often dont close without a gap, would be nice if the system would notice that only 10 cm are missing and would fill the gap.

System
- if I want to leave the server I do not want to leave the game every time. Maybe I just want to log into my other character on the same server or something but atm you can only exit the whole game.

I hope there aren't too many spelling mistakes, but if you find some you can keep them and auction them off at ebay.


MrSandman70
 
Posts: 32
Joined: 25 Sep 2014, 19:44

Re: My feedback after over 100 hours

Post by MrSandman70 » 28 Oct 2014, 16:33

i too have clocked over 100+ hours and will agree with just about everything on this list. I will add and point out the most obvious bottlenecks also which i think need some lovin to make things run a little smoother and be more entertaining in the long run.

There are 2 main bottlenecks i see and they are kind of even with how annoying they are. In no particular order, Flax and Flux.

The acquisition of Flux is painfully slow for any later stage advanced construction or crafting. No only are there something like 60 different herbs, the stats are random, and you in order to even discover the stats you need to have the dumb luck of matching two herbs together or risk wasting a known flux herb in hopes of finding another one. Unless you have someone dedicated all day to havesting herbs, you need many other people also somewhat dedicated so they can exchange the useful herbs, which i believe is what was intended by the game devs. However without any kind of trade system in place other than placing items in an already unclaimed container, there is no quick and easy way to trade such as just handing a person something. Corrections/fixes/modifications to the flux system i think are fairly simple. One, it should not be an herbalist aquired item. Flux, as used in metallurgy is a mined substance. If anything flux should be mined and be able to be prospected just like the other mining materials. Flux is not used in the process of steal making. The only things that should be in only the bloomery (since it takes an immense amount of heat) is charcoal, sand, glass and iron. This is the process and components that have been used to make steal for a thousand years. The charcoal adds carbon, the sand and glass combine with the impurities, and with a hot enough fire you can get steal 99.9% pure this way. No flux in steal production. Not sure what the purpose flux has in the mortar as well. Sand ground to a powder, stones, and water should be what is needed to make it. I guess in short flux should just be removed from the game since its purpose is unnecessary and makes no sense if you think about it in its current usages.

Now the flax issue makes more sense and have no issue with its implementation. The problem i see that arises is its scarcity. At some point nearly everything you want to do requires rope. For training weapons, bows, and most construction after a point. Somethings require 10 rope, such as the well. each rope requires 25 flax stems. 250 flax stems for 10 rope to make a well. or even the flow that requires 5 rope, 125 stems. Starting from your 1 or 2 seeds you will find, this takes a massive amount of resources and time to get a reliable rope production line going. If what the OP says about soil being used up, then very quickly your plants will only be producing 1-2 stems at a time unless you rotate fields all the time, which takes even more time, and with out a plow that requires rope, even more. For something as common and simple as a rope you would imagine it would be slightly easier to come by. My suggestion would be lowering the requirements of rope for building, or lowering the requirements to make rope. Another option would be to have varying types of rope of differing degrees. Such as making a rope from wild plant fiber, equally annoying to get but still easier. Since flax after all, in the context of this game, is a 'wild plant fiber'.

Im hoping a lot of these streamlining concerns will be addressed at later dates. But right now i feel in addition to the OP's points these are two other areas that have a big effect on playability and fun


Mikhal
 
Posts: 14
Joined: 09 Oct 2014, 16:49

Re: My feedback after over 100 hours

Post by Mikhal » 29 Oct 2014, 16:25

Mcasflurry wrote:-Plate armors should make the person a lot slower and only be a real potent option for people on a horse (well thats how it was looking at history). This should work for all armors, the more protection they give the heavier they should be and the slower the person should become. Imagine someone in a plate armor running 100m, just not possible, in this game it is and its unrealistic. Thus plate armor should only be a reasonable option for heavy cavalery with a chargebonus or something.


This is a common misconception about plate armor, largely propagated by games in which the developers try to balance "classes", which are often based on fantasy and fiction. The truth of the matter is that a suit of full plate in this era weighed about 40-60 lbs, and was fully articulated and balanced - allowing for quite agile feats. Mail actually weighed approximately the same - though was quite a bit more fatiguing and constrictive due to the way it was carried on the body. People in plate could jog for fairly long distances, and sprint for short.

And yes, by the end of the middle ages, most foot soldiers were wearing at least a plate cuirass (even if they were of poor quality). If they could afford it, they would be in a full suit of plate.

If there is any anachronism or oddity in the game as far as armors go, it's probably the inclusion of scale. Scale armor really didn't exist in Europe in sufficient quantity to necessitate them being in game. It was more of an Asian thing - and outside of some Byzantines and Russians occasionally using it, it was pretty much last used in Europe in the very early Middle Ages. Brigandine, however, existed in large quantities - and is not included in the game.

As far as armors being ineffective against wolves - yeah, it's pretty silly.

And, +1 to pretty much everything else ;)


Vadio
 
Posts: 22
Joined: 27 Sep 2014, 17:24

Re: My feedback after over 100 hours

Post by Vadio » 29 Oct 2014, 17:09

Puts things in "Safe zones" going gonna kill this game

in main page say

Realism - in medieval times i can stolen anything if none see me
Sandbox - if i wish kill naked farmer why system need stop me?
Full Loot - why its exist if can put all my stuffs i safe zones
Free PVP - hey? alingment system just hardcap
Politics - if everyone can live peace world dont need politics
because game became big themepark

If this guys keep going suggest this game became sux

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