Greetings Feudal Lords!
Our recent Q&A stream was fantastic, filled with engaging discussions and insightful questions from our dedicated community. For those who couldn't join us live, we've compiled a detailed text summary of all the answers. Dive in to see what our development team had to say about the future of Life is Feudal: MMO and get the answers you’ve been waiting for!
Are you planning to add more character slots?
At this time, we do not plan to increase the number of character slots. We believe the current number of character slots is sufficient, as it allows players to develop all possible skills in various combinations on a single account. This setup ensures that you can fully experience and enjoy all aspects of the game without the need for additional characters. This character limit will apply separately to each map.
When is the new map going to be released?
Progress on the new map is slower than we'd like. We still need to actively support Godenland and address issues on the current map, as well as potential problems on the new one. This includes improving stability, adding quality of life features, introducing new buildings and so on.
We plan to launch a New Map Public Test Realm (PTR) for all subscription holders. This will allow you to test some of the changes and provide feedback. The duration of testing will depend on player feedback. Before the release, there will be a server wipe, and characters on the PTR will be deleted to ensure balance for new players. Thank you for your patience and support!
Can you activate Power Hour to compensate for the XP loss caused by server downtime?
During downtimes, we extend subscriptions for all players as compensation. We believe this is a more valuable compensation for the majority of players, ensuring everyone has ample time to enjoy the game without losing out due to crashes.
Will you add/ fix the option to make a propper buy order for regional goods?
Yes, we will definitely fix the option to make proper buy orders for regional goods. This requires additional updates to some frameworks, and it has been on our agenda. While we can't provide exact dates yet, please know that it is a priority for us.
Any plans on refactoring some of the UI elements?
Yes, we do have plans to refactor some of the UI elements. We understand that a good, user-friendly UI is essential for the best gaming experience, so we're taking steps to improve it. Our aim is to make it more convenient and modern.
Сan we expect combat fixes like the following and what is your opinion about some of these?
Regarding the Militia 90 skill, we haven't changed it since release. While polearm weapons were rarely used, we didn't receive many complaints about the disarm feature, except for issues in arenas. We appreciate the overall balance approach where players develop different combat strategies and countermeasures. We're glad this skill has found its niche. However, we may slightly reduce the weapon-stealing chance in the upcoming PvP patch.
As for stamina consumption during parrying, it was introduced with specific goals in mind. Firstly, we added a stagger effect for successful parries, effectively enhancing parrying and necessitating a balancing adjustment. Secondly, this change made combat more tactical, especially in 1v1 fights.
We continuously gather data and feedback on the current state of the combat system to make ongoing improvements. This is a gradual process, and we appreciate your feedback. We hope the changes in the PvP patch resonate with you and make battles even more engaging.
The game was intended for massive PvP and siege battles, but it now features fragmented instanced battles and a discouraging war system. Are there plans to enhance PvP and realign with the original vision?
We understand the importance of massive PvP and siege battles in Life is Feudal: MMO. We are actively working on improving the stability of IB (Instance Battles), and the upcoming changes to the siege system are quite complex, requiring additional time and testing.
To ensure these changes meet your expectations, we will be opening a Public Test Realm (PTR) in the near future. This will allow players to test and provide feedback on the new siege system and other improvements before they go live. Your patience and feedback are invaluable as we strive to elevate the game to where it was meant to be.
How will you keep both PvE and PvP players engaged and prevent gameplay from becoming stale?
We are actively working on changing game cycles to ensure players always have something engaging to do. For example, we are preparing changes to the repair system, where an item's maximum durability may decrease after repairs, and we plan to reduce resource yields in outposts. This will encourage more PvE activities, while PvP guilds will be more motivated to recruit and protect craftsmen from attacks by other guilds.
Additionally, we have discussed creating more points of interest on the map to further stimulate PvP engagements. There you will also be able to find valuable resources, meaning it won't be necessary to use a pickaxe to obtain high-quality ore. We are still working on these and other options, but in summary, we are committed to providing activities and challenges for both PvE and PvP players, ensuring everyone finds something to keep them engaged and prevent stagnant gameplay.
Could hard-to-obtain resources only be available in PvP zones to encourage combat?
On the new map, certain materials needed for crafting high-quality weapons and armor will only be obtainable from knools, making their camps a significant point of interest. These camps will be surrounded by large admin claims, so simply stepping out of your castle to farm knools won't be easy, increasing the likelihood of encountering enemies.
We are also considering other PvP events with unique rewards, but it's still too early to share details. This should add an exciting layer of competition and risk, making PvP zones more dynamic and rewarding.
Are we going to see the implementation of instances by using NPC's with larger in game rewards?
Before we can implement instances using NPCs with larger in-game rewards, we need to significantly improve the AI of our NPCs. However, yes, this is in our plans for after the release. Stay tuned for more updates!
Are there plans to rework how weapon and armor quality affects performance, such as durability, damage, and damage reduction? For example, now I can have low-quality armor and weapons equipped, and the only difference is the durability.
The difference in damage between a quality 1 weapon and a quality 100 weapon is about twofold. Currently, the dependency is linear, and we agree that it might be worth revisiting this to ensure that higher quality gear provides more substantial bonuses. However, we'll address this issue at a later stage.
Regarding armor, while the differences in quality are not as dramatic, they are still quite significant. We understand the need to make high-quality gear more rewarding and will consider adjustments to make the benefits of better gear more impactful. Thank you for your feedback!
Can the skill upgrade process be more transparent with numerical values for time and action points?
Honestly, we didn't quite grasp the essence of the suggestion, but we're happy to explain how the current skill leveling works. Imagine that leveling from 0-30 requires 1000 experience points, while leveling a skill from 30-60 requires 10000. Meanwhile, the leveling speed is always 100 experience points per minute (these numbers are arbitrary). When a player sets a skill for leveling, the experience points simply flow from the collected experience pool directly into the skill. This is why the leveling speed varies at different stages of the skill. We think we could add additional leveling tips if such questions arise, and players can also write a leveling guide in the meantime.
What are your plans to balance combat, especially with some weapons currently overpowering others?
Absolutely, we're on it! We're prepping a PVP patch right now to get all those weapons and armor better balanced. We're all for a fair fight, so we're constantly working on these improvements. Keep an eye out for updates!
Are there any plans to clarify or revise game rules that cause confusion or unfair bans?
For instance, we're planning to remove the most debated rule about allowable means during sieges. We're preparing a series of tutorial videos with the help of our community players. The first video will be dedicated to best practices for building a fortified castle. After that, we'll give some time for rearranging your fortifications so everyone can adjust to the changes, and then we'll dump that rule. However, since we're on the topic, you don't have to wait for the tutorial to beef up your claim's defenses – no time like the present!
Do you think the defenders' advantage in sieges is too strong, and are there plans to adjust siege mechanics?
Definitely. Reworking the siege system is one of our top priorities right now. We agree that defending can seem relatively easy with the teleportation of goods through trade posts. But, once outposts start to yield fewer resources, and a castle siege on the new map could cut off supply routes, defending won't be as easy. These and other changes affecting sieges need to be thoroughly tested on PTR to find the right balance between offense and defense. So yes, we're actively working on this!
Are improvements planned for the login process or fixing issues with game processes remaining active after disconnects or crashes?
Our servers generally recover quite quickly after a crash, regardless of the cause. However, in some cases the dispatcher continues to block players from entering the game. We've implemented some tools to combat this issue in the past, but we've realized that it was not enough. Therefore, we've already started reworking the login process. Our goal is to ensure that, even if there are some issues with the servers, you'll be able to get back into the game within minutes.
Is there any discussion about enhancing the mechanics of horses and carts to be smoother?
Yes, we're actually working on a camera damping fix for horseback riding. We're hoping this will solve the issue and won't interfere with lancers. So, smoother rides are indeed on their way!
Will jewelry ever provide bonuses beyond luck, perhaps through an enhanced jewelry crafting system?
Jewelry in the game right now isn't as useful as we'd like it to be. We do have plans to expand the variety of jewelry items, and they will provide small bonuses to other skills. So, keep an eye out for some shiny new updates in the future!
Are new huntable and tameable animals being considered for the game?
Yes, we do have plans to add more animals to the game, although it's not something that's coming in the immediate future. But it's definitely on our to-do list!
Is mounted archery being considered for future updates?
As of now, there aren't any immediate plans to introduce mounted archery. But we're always considering new features…
Are there plans to enhance the cooking class to include buffs or other effects besides XP bonuses and luck?
Just like jewelry crafting, cooking is an area we're looking to improve. We're considering the possibility that high-level food could also temporarily boost character stats in addition to providing luck and XP bonuses. But we're still in the planning stages and open to other ideas.
On the new map, will resources be scarce, leading to competition, or will they be abundant?
That's a great question. Given that outposts will be producing fewer resources, the value of each find will definitely increase. Plus, you'll have to consider the risks involved in transporting goods without teleportation. We aim to strike a balance so that both PVP and PVE activities bring excitement rather than frustration. But overall, you can expect a more active struggle for resources than what's currently in place.
Are there plans to overhaul the in-game dashboard or map for better navigation and information display?
Sure thing! We're actually sprucing up both the dashboard and in-game map. We've been tweaking the dashboard to make it work smoother and we've also been working on the map to load up quicker and perform better. But we're not stopping there – we're gonna keep on improving these parts of the game. So, stay tuned for more updates!
When will skins and other rewards be fully functional, as many currently cannot be used?
We're aware of a number of issues with skins at the moment. We've gathered enough data on these issues to start working on fixes, but we've had to shift our priorities to overall game stability and delivering some long-awaited game features. We're planning to allocate resources after the current patch to restore full functionality to the skins. So, stay tuned, we're definitely working on it!
If a new siege system is introduced on the new map, could it also be implemented in Godenland without requiring a server wipe? If not, why would players stay on Godenland?
Some of the new features will also appear on Godenland, and there may be unique conditions and mechanics for the current map. Everything will depend on you - the players, your wishes, and how life on the map will develop.
Is there any consideration for rewriting the game in a new engine in the future?
We've some thoughts on this matter. We’ll be sharing more details with you soon
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