UBA's Feedback Thread Revived

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Ubaciosamse
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UBA's Feedback Thread Revived

Post by Ubaciosamse » 04 Jun 2016, 15:52

Hello everyone I would like to re open an old thread I made over a year ago, but since the old one is very outdated I am starting a new one.

Purpouse of the thread, to share my thoughts on things regarding the game, the community and similar.

Note : I understand some might not agree on some things I say but as stated previously this is my own opinion pool/feedback/thoughts.
Some might just may say i have too much free time, i would like to think of it that I have too much on my mind that occupies my free time :)

-Also I have been asked by a few people to start a blog of some kind, i despise blogs of any kind so I thought this might be an allright alternative. "Sorry if I are disapoint" :)
Input #0

My first entry would be Getting to know the developement team a bit better.
-I do remember back in the day when they posted all sorts of pictures of the studio, of devs in armor and also the amazing dev vlogs.

Sadly I see very little of that and I feel as a part of the LIF community kinda distant from the creators of the world we spend so much time in.

So any sort of silly photos or videos, conspiracy news, small vlogs with boris eating peasents, doesn't matter all is welcomed :D

Specialy now with the new studio and all the upcoming things :D

Wish who ever reads this to have a feudal day, and slaughter alot of peasents,
Regards UBA
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Re: UBA's Feedback Thread Revived

Post by Ubaciosamse » 05 Jun 2016, 17:06

Input #1
First time on the game problems ?!?
After so much time in the game and the community, some things should maybe be done for the new players.
1. Possibly an ingame guide on how to setup a dedicated server or any other game mode. It can be just text based on the side or similar.
2. A more detailed explenation of what certain server settings do, alot are unclear EXAMPLE : Plant growth period actualy makes day/night cycles shorter or longer - common issue that people get angry about.
3. Would be perfect if there was an ingame window for GM mode insted of going to the website and the wiki and still maybe not understanding how to do something. Also alot do not know alot of things about the gm mode such as what quality is the object if you build it with B and similar. So an ingame window for gm mode that has it all nice and simple that can perferably be customizable with like you can mark favorite commands or similar for use.
4. This one is funny as hell - Press tab to start the game ! xD I know right but countless times it was like wth i cant move. Some have even reinstalled the game so they said because of something like that.
5. Some kind of a tutorial and not the one ingame its very basic. Also maybe like a more detailed guide book? That if you choose a certain thing its like a portable wiki?? Because we all hate going all the way to open chrome or anythin else and to find info about the little things we forgot. So its at the same time very good for new people but even those that play all the time it has its benefits.

I am aware some of these can be mods, but its something thats not too complex but the game would benefit tremendously
:beer:
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Re: UBA's Feedback Thread Revived

Post by Ubaciosamse » 06 Jun 2016, 11:39

Input #2
A quick and basic look at the skill trees.

I have voiced this in other places more then once, that the tree needs a bit of work, not alot many things I find very well made, i will maybe later on speak for certain skills in more detail but the things that bugg me about the skill tree are mostly :
1. Why is forestry exclusive in farming, it should be branched out lets say from natures lore, so with even 400 points you can reach forestry and just carpentry.
1.1. Maybe adding another skill that branches of farming for planting of fruit and barrie bushes or other kind of orchrid like plants, makes sense right ? I do hope we will get more fruit trees and similar thats the reason for this aswell.
2. Formations only from spears and such. I honestly would like that the formations can be taken at end of any tree if they want to specialise in 1 weapon type and get this somewhat leader skill.
Because this will allow of very good unit combos, unlike now you would resort puting a spearman in a shield wall sort of.
3. I honestly do not like the new "Building Maintain" skill unless they add to it in the distant future the ability to upgrade/alter buildings with decorative addons or some other things, because it is very costly to get it and very plain and borring.
4. Same can be said as above for precious prospecting, it needs to have something that will attract people to keep it, or we will end up with people having it temporeraly in a sense.
5. Also i do not know what I would do with Warhorse handling because it is a sort of a endgame skill but forcing it after procuration and not maybe after animal lore is making my peanut brain bleed a bit, i hope that we will have alot of very diverse crafting builds because people will end up with skills they wont use, some people might do them all but usualy they will specialise for some and let the rest float there.

On the combat tree I cant add more because we have yet to see how the 400 skillcap test performs to give real detail on that.


Stay feudal, blood of peasents must flow,
Regards,
UBA
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Re: UBA's Feedback Thread Revived

Post by Ubaciosamse » 07 Jun 2016, 14:41

Input #3
Artisan
All in all artisan is well made, i like that some of the simple actions have been merged into one, as we voiced for some time ago.
One suggestion I can make for now is while in observe mode when you move the grid moves with you, also it happens while building that if you move too much away to see some of the large buildings it just cancels.
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Re: UBA's Feedback Thread Revived

Post by Ubaciosamse » 12 Jun 2016, 17:58

Short MMO Input
MMO so far has been what we expected, huge map,
features from the YO version so far, some glitches/bugs but nothing that was not expected and will get fixed.
There is so far no lag at all runs pritty smooth, crossing to other server nodes is quite smooth sometimes tiny lag spike but mostly because my pc is a tin can.
No other real issues out there, the map is huge even with horses, alot of spots for any sort of settlements and all that.

Overall experience is quite pleasing, waiting for future content and more people :)

Stay feudal, dont drop any rags,
UBA
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Re: UBA's Feedback Thread Revived

Post by Ubaciosamse » 19 Jun 2016, 13:55

MMO Input
So after days in the mmo 0# testing, we had some exploration done, some good looking things around, and some that we are confused about but i guess time will tell.
Can't say much about bugs in general, but all in all seems the majority if not all of them that currently exist are allready reported and are being resolved, since of the wipe after 0# idk why I see so many settlements around some spots, I personaly felt there is no need to settle down much, although we did have a team that made a camp to test if there are any issues on that side.
Can't say much about server stability because there have not been many testers in a single server node, so far with lets say about 10ish that were once in one I was in, felt ok i guess but that is a relatively small number to rly be comparing it to future stability.

What I ended up after this time in the beta wave 0# are
about 50 or so videos unlisted mostly.
And that is from exploring about 35% of the mmo map.
I ended up with sleep disorder, and a sort of an anxiety.

All in all so far its ok, geting better and promising that it has a bright future ahead of it, "if everything goes well" that is ;)

Stay feudal, don't loose your horse in the desert, and have fun,
UBA
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Re: UBA's Feedback Thread Revived

Post by Ubaciosamse » 15 Jul 2016, 11:07

Well if anyone still reads this, there isn't much that can be said for the MMO at this moment apart from that they have informed us that they are working on it and that it is going well.

We are supposed to expect in wave 1 some form of advanced guild mechanics or maybe even in late wave 0 just to double check for any major issues.

About who can join in wave 1 we are still not sure supposedly Bobik will make a post explaining it before the actual wave so no point in asking before that i guess.

I am personaly hoping that the wave 1 will have a large enough player base to give us any point of actualy playing in it, a few of us can submit almost all the bugs so there is personaly no need to think about that too much.

My fear is if the player base of wave 1 isn't large enough and similar that alot of the larger communities will just move to other games until wave 2 while still playing in yo but very incatevly. This is what a few large communities we are in contact with are discussing and its a major game changer if there isn't enough people in wave 1.

Thats it for now, stay safe,
Regards,
UBA
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