Metal Items and Tree Growth 1.1.7.4

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QuakeNaked
 
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Metal Items and Tree Growth 1.1.7.4

Post by QuakeNaked » 02 Dec 2016, 03:54

Dear Devs,

I can appreciate the changes made to requiring Vostaskus ingots for the highest quality armor or weapons, however I would like to point out that without the highest quality ingredients in the recipe, you're not going to get 100 quality weapons. Since iron's quality is capped at 60, does that mean it's the new "100" for that metal type? If not, has the amount of influence that ingredient has on the results been adjusted? I know patch notes are always brief, but we really need to know some more details about this.

On a personal note, I think this metal quality change could be harmful in the grand scheme of things. For those of us who are not purely PvPers, the desire is to build and to have 100 quality tools because those influence the quality/durability of crafted items (especially considering a Torch can now burn down wooden structures and even damage stone gates). It seems with this change, the only way to get best quality/durability is to use coin scripts, or other server GM magic because I didn't see any mention that Gold would be more abundant as part of regional resources (and if that's the case, regional territory with gold is going to be in high demand and it's going to cause an unbalanced map).

I would also like to talk about Tree Growth. I appreciate that you were thinking of server health, and that this is a good way to extend the life of a server (because it was common knowledge that 3 months was really about the max a server could live and it had a lot to do with trees). However there is one thing I just don't understand - if you've made it so that aged trees die, why didn't you put Tree Age in the Inspect info? It seems very reasonable to make it a Forestry Skill level 100 bonus if you want to make it more challenging - but it seems a very important thing to have for forest management.

**Edit: I forgot to mention something about the new tree algorithm and Undergrowth. I don't really understand the need for Undergrowth, it doesn't have any use and as far as I've been able to tell, it's kind of voiding the benefit of the new algorithm by adding more trees that it needs to spawn, grow, cull, etc. It's also taking up tiles that could have been used for new saplings of trees that ARE useful. If the new algorithm's purpose was to stop exploding tree populations, then taking up tiles with Undergrowth that behaves like trees seems to defeat the purpose.

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Ombror
 
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Ombror » 05 Dec 2016, 07:12

good post with clear questions.

i'm disapointed by those modifications, since a beginner smith will not be able to craft more thazn quality 60 tools, and a confirmed smith with skill 100, high level iron, top quality hammer smith and smith shop will still craft Q60 tools...

I like a bit of realism, but don't forget players pleasure please. Maybe another limitation like those ones should more appropriate :

proposal 1 :
-copper => quality 60
-iron => q 80
-steel => q90
-vosta => q100

proposal 2 :
-copper => quality 80
-iron => q 90
-steel => q100
-vosta => q110 with bonus to damage for weapons, protection for armors, durability for tools.

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Styxwash
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Styxwash » 05 Dec 2016, 09:55

A smith shouldn't even be able to reach 100 skill by just working with iron. What's the point of higher end crafting if you can do it with simple materials? It would ruin the balance of things entirely.

Skill alone won't result in superior products, you need high qaulity materials as well. Seems logical.

Just because someone is a 3 star chef doesn't mean they're able to make a perfect 4 course meal with some stale rice and bad canned meat.

Do you want all the other crafting skills to become easier as well? What are we going to work for in the MMO? If everyone has 100 skill and is decked out in q80 gear within a few months, what's the point?

The end game here shouldn't be about having perfect stats, skills and gear, it's supposed to be about working for it continually.

It also promotes teamwork. It shouldn't be possible to create high q stuff on your with a few alt chars. You need a guild to support you in order to achieve and maintain q60+ stuff realisticly.

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TyrelionPrime
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Re: Metal Items and Tree Growth 1.1.7.4

Post by TyrelionPrime » 05 Dec 2016, 11:57

I can only second Styxwash here.

Good quality items are a combination of both skill and the quality of the materials used. Skill can compensate a bit when using bad materials, yet not all.

That being said... I do agree there is still (lots) of room available for improvement.

Why not make a simple difference in the items you craft? Like: copper sword, iron sword, steel sword. Instead of the material simply increasing the max q of the item? And adding dmg resistance to those items. Like a copper sword is soft, it's dmg resistance is low so it simply gets higher durability dmg with each hit from a tougher material irem. Like 2 bronze swords hitting each other would do the same durability dmg to each other, yet a copper sword hitting an iron sword would dmg the copper sword a LOT more than the iron sword.
That way you can get 100q iron items, yet they would loose their durability faster than it's steel equivalent.
Which would also then go for tools. A top quality copper shovel is easily made... however it brakes a lot faster than a steel one.

Just my thoughts here.


Popers
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Popers » 05 Dec 2016, 14:24

Styxwash wrote:...



That is correct. + i think top 100q weapons and tools should be unbreakable. Dropable but unbreakable so you know what you are working for, instead of just creating more low quality items. Or if breakable, than make it so tough it could stand like a year of hardcore usage.

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Styxwash
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Styxwash » 05 Dec 2016, 17:42

Popers wrote:
Styxwash wrote:...


That is correct. + i think top 100q weapons and tools should be unbreakable. Dropable but unbreakable so you know what you are working for, instead of just creating more low quality items. Or if breakable, than make it so tough it could stand like a year of hardcore usage.


We just need implementation of tool, weapon and armor specific repair kits. Make them craftable by the smith's themselves and only useable at a Blacksmiths Shop. It would add so much to the profession and economy in general if items were balanced around being repaired, rather than replaced.

I also think they need to split the current repair kits into Defense repair kit specific to walls, gates and other defensive stuctures and one Building repair kit line, for houses and crafting stations.

Each type should be balanced towards it's purpose. Kits for crafting stations should repair at a much faster rate (not necessarily cheaper) to save time. Kits for defense should be balanced and timed vs. siege damage attacks.


Popers
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Popers » 06 Dec 2016, 23:51

Styxwash wrote:We just need implementation of tool, weapon and armor specific repair kits. Make them craftable by the smith's themselves and only useable at a Blacksmiths Shop. It would add so much to the profession and economy in general if items were balanced around being repaired, rather than replaced.

I also think they need to split the current repair kits into Defense repair kit specific to walls, gates and other defensive stuctures and one Building repair kit line, for houses and crafting stations.

Each type should be balanced towards it's purpose. Kits for crafting stations should repair at a much faster rate (not necessarily cheaper) to save time. Kits for defense should be balanced and timed vs. siege damage attacks.


Yea last time i've checked repair kits wasn't very helpfull or profitable...

But on the other hand if you have good repair kits you won't need top quality weapons and armors, becouse you can just repair those lower quality one easily. And since quality doesn't add damage or defense it's pointless to try making those better ones...

TyrelionPrime's idea could solve it though.. If votascus weapons could easily destroy iron/copper items while parrying during battle they would be really worth working for.

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Styxwash
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Styxwash » 07 Dec 2016, 02:33

The quality of weapons and armor does add more damage and protection though...


Popers
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Popers » 07 Dec 2016, 14:49

Styxwash wrote:The quality of weapons and armor does add more damage and protection though...


Damn i thought only weight of weapon, speed, skills and type of damage affects it. I'm good with it then :D 60:80:100 seems fine or maybe even 50-75-100


Sharana
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Re: Metal Items and Tree Growth 1.1.7.4

Post by Sharana » 07 Dec 2016, 14:52

Styxwash wrote:The quality of weapons and armor does add more damage and protection though...


If you have the skill to use it. If your plate skill is 60 it shouldn't matter if you have 60q or 100q armors, but if you level to 90 you will see the difference in the protection.
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QuakeNaked
 
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Re: Metal Items and Tree Growth 1.1.7.4

Post by QuakeNaked » 17 Dec 2016, 18:58

Styxwash wrote:Do you want all the other crafting skills to become easier as well? What are we going to work for in the MMO? If everyone has 100 skill and is decked out in q80 gear within a few months, what's the point?

The end game here shouldn't be about having perfect stats, skills and gear, it's supposed to be about working for it continually.

It also promotes teamwork. It shouldn't be possible to create high q stuff on your with a few alt chars. You need a guild to support you in order to achieve and maintain q60+ stuff realisticly.



With regards to the MMO, yes, I agree. But right now, it's not the MMO, and unless LiF:YO disappears when the MMO is launched, you still should consider what is best for YO. LiF:YO is known for being a short lived world, needing wiped after about 90 days. Hopefully this new forest algorithm can extend that by a couple of months - but the reality is, the servers begin to experience horrendous lag on matured worlds and eventually need wiped. So this is a speed game in some ways, and that means you don't have the luxury of time to work on the long-term goals the MMO has.

I can understand that YO is considered the training ground for the MMO - people learn the game mechanics here and will be moving on to the MMO when it's launched - but not everyone is looking forward to starting the MMO for fear it's just going to be RUST all over again. All ready people treat YO as if it's only about PvP and getting royal armor.

It will be nice to have a version of LiF that is caters more to crafting and farming and that doesn't require whole communities to accomplish building a modest settlement. My hope is that LiF:YO will still exist and that improvements made will take into consideration its existence after the MMO, and that because it's just a little island, it needs to be treated a little differently than the big MMO world.

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